The Role of Gamification in Participatory Environmental Sensing: A Study In the Wild
summary
A field experiment deploys two mobile apps (gamified and non-gamified) to collect lake ice observations from 41 volunteers over 20 days and finds the gamified version yields 71% more submissions, twice the effectiveness on task completion and 10 highly active users versus 3 in the control, while learnability and overall satisfaction remain similar; the system uses photo uploads, story-based education, progress tracking and a leaderboard that provokes online and offline competition, suggesting gamification boosts participation but requires customizable notifications, challenges and care with leaderboard effects given the small sample and short duration.
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chapters (11)
- 0:00Introduction and setup
- 1:35Participatory environmental sensing
- 3:02Gamification research debate
- 4:48Study on Cyma Lake monitoring
- 6:32User engagement findings
- 8:59User experience and effectiveness
- 10:04Key gamification elements
- 12:10Study reflections and insights
- 13:33Design recommendations
- 16:24Limitations and future work
- 16:45Conclusion and Q&A
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