Rallapalli, Ghanasyam, Players, Fraxinus, Saunders, Diane Go, Yoshida, Kentaro, Edwards, Anne, Lugo, Carlos A., Collin, Steve, Clavijo, Bernardo, Corpas, Manuel, Swarbreck, David, Clark, Matthew, Downie, J. Allan, Kamoun, Sophien ORCID: https://orcid.org/0000-0002-0290-0315, Cooper, Team and Maclean, Dan
(2015)
Lessons from fraxinus, a crowd-sourced citizen science game in genomics.
eLife, 4.
ISSN 2050-084X
Abstract
In 2013, in response to an epidemic of ash dieback disease in England the previous year, we launched a Facebook-based game called Fraxinus to enable non-scientists to contribute to genomics studies of the pathogen that causes the disease and the ash trees that are devastated by it. Over a period of 51 weeks players were able to match computational alignments of genetic sequences in 78% of cases, and to improve them in 15% of cases. We also found that most players were only transiently interested in the game, and that the majority of the work done was performed by a small group of dedicated players. Based on our experiences we have built a linear model for the length of time that contributors are likely to donate to a crowd-sourced citizen science project. This model could serve a guide for the design and implementation of future crowd-sourced citizen science initiatives.
Item Type: | Article |
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Faculty \ School: | Faculty of Science > School of Environmental Sciences Faculty of Science > School of Biological Sciences |
Related URLs: | |
Depositing User: | Pure Connector |
Date Deposited: | 01 Jun 2016 12:00 |
Last Modified: | 22 Oct 2022 01:13 |
URI: | https://ueaeprints.uea.ac.uk/id/eprint/59172 |
DOI: | 10.7554/eLife.07460 |
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