The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster reproducibility. In this paper, we explore possible uses of gamification to support reproducible practices in High Energy Physics. To understand how gamification can be effective in research tools, we participated in a workshop and performed interviews with data analysts. We then designed two interactive prototypes of a research preservation service that use contrasting gamification strategies. The evaluation of the prototypes showed that gamification needs to address core scientific challenges, in particular the fair ...
During recent years, gamification has become a popular method of enriching information technologies....
Gamification typically refers to the use of game elements in a business context in order to change u...
The paper presents an analysis of the main research directions in the field of gamification in mana...
The need for data preservation and reproducible research is widely recognized in the scientific comm...
The need for data preservation and reproducible research is widely recognized in the scientific comm...
From social sciences to biology and physics, gamified systems and games are increasingly being used ...
Reproducibility should be a cornerstone of scientific research and is a growing concern among the sc...
Gamification is increasingly implemented in citizen science projects as a means of motivating and su...
Preserving and sharing are core reproducible practices that require substantial efforts in preparing...
AbstractResearch is the source of innovation. Research in any field requires creativity and motivati...
Inspired by the engaging effects in video games, gamification aims at motivating people to show desi...
Gamification is receiving more and more attention by researchers and practitioners who want to motiv...
Net- Gens of today are faced with a dilemma of defining their boundaries in professionalism, livelih...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
During recent years, gamification has become a popular method of enriching information technologies....
Gamification typically refers to the use of game elements in a business context in order to change u...
The paper presents an analysis of the main research directions in the field of gamification in mana...
The need for data preservation and reproducible research is widely recognized in the scientific comm...
The need for data preservation and reproducible research is widely recognized in the scientific comm...
From social sciences to biology and physics, gamified systems and games are increasingly being used ...
Reproducibility should be a cornerstone of scientific research and is a growing concern among the sc...
Gamification is increasingly implemented in citizen science projects as a means of motivating and su...
Preserving and sharing are core reproducible practices that require substantial efforts in preparing...
AbstractResearch is the source of innovation. Research in any field requires creativity and motivati...
Inspired by the engaging effects in video games, gamification aims at motivating people to show desi...
Gamification is receiving more and more attention by researchers and practitioners who want to motiv...
Net- Gens of today are faced with a dilemma of defining their boundaries in professionalism, livelih...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
During recent years, gamification has become a popular method of enriching information technologies....
Gamification typically refers to the use of game elements in a business context in order to change u...
The paper presents an analysis of the main research directions in the field of gamification in mana...