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.
Original language | English |
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Article number | e07460 |
Journal | eLife |
Volume | 4 |
DOIs | |
Publication status | Published - 29 Jul 2015 |
Profiles
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Sophien Kamoun
- School of Biological Sciences - Professor of Biology
- Plant Sciences - Member
Person: Research Group Member, Academic, Teaching & Research