Improving microbial phylogeny with citizen science within a mass-market video game

Author:

Sarrazin-Gendron RomanORCID,Ghasemloo Gheidari ParhamORCID,Butyaev AlexanderORCID,Keding Timothy,Cai EddieORCID,Zheng Jiayue,Mutalova RenataORCID,Mounthanyvong Julien,Zhu Yuxue,Nazarova ElenaORCID,Drogaris ChrisostomosORCID,Erhart KornélORCID, ,Bélanger David,Bouffard Michael,Davidson Joshua,Falaise Mathieu,Fiset Vincent,Hebert Steven,Hewitt Dan,Huot Jonathan,Kim Seung,Moreau-Genest Jonathan,Najjab David,Prince Steve,Saintélien Ludger, ,Brouillette AmélieORCID,Richard GabrielORCID,Pitchford Randy,Caisse SébastienORCID,Blanchette MathieuORCID,McDonald DanielORCID,Knight RobORCID,Szantner AttilaORCID,Waldispühl JérômeORCID

Abstract

AbstractCitizen science video games are designed primarily for users already inclined to contribute to science, which severely limits their accessibility for an estimated community of 3 billion gamers worldwide. We created Borderlands Science (BLS), a citizen science activity that is seamlessly integrated within a popular commercial video game played by tens of millions of gamers. This integration is facilitated by a novel game-first design of citizen science games, in which the game design aspect has the highest priority, and a suitable task is then mapped to the game design. BLS crowdsources a multiple alignment task of 1 million 16S ribosomal RNA sequences obtained from human microbiome studies. Since its initial release on 7 April 2020, over 4 million players have solved more than 135 million science puzzles, a task unsolvable by a single individual. Leveraging these results, we show that our multiple sequence alignment simultaneously improves microbial phylogeny estimations and UniFrac effect sizes compared to state-of-the-art computational methods. This achievement demonstrates that hyper-gamified scientific tasks attract massive crowds of contributors and offers invaluable resources to the scientific community.

Funder

Genome Canada

Génome Québec

Publisher

Springer Science and Business Media LLC

Reference61 articles.

1. Newzoo Global Games Market Report 2022 (newzoo, 2022); https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2022-free-version

2. Essential facts about the video game industry. Entertainment Software Association https://www.theesa.com/resource/2022-essential-facts-about-the-video-game-industry/ (2022).

3. Nebel, S., Schneider, S. & Rey, G. D. Mining learning and crafting scientific experiments: a literature review on the use of Minecraft in education and research. J. Educ. Technol. Soc. 19, 355–366 (2016).

4. Santos, D., Zagalo, N. & Morais, C. Players perception of the chemistry in the video game No Man’s Sky. Simul. Gaming 54, 375–394 (2023).

5. Cheng, M. T. et al. The use of serious games in science education: a review of selected empirical research from 2002 to 2013. J. Comput. Educ. 2, 353–375 (2015).

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3