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Lessons from Fraxinus, a crowd-sourced citizen science game in genomics
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...
Autores principales: | , , , , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
eLife Sciences Publications, Ltd
2015
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4517073/ https://www.ncbi.nlm.nih.gov/pubmed/26219214 http://dx.doi.org/10.7554/eLife.07460 |
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author | Rallapalli, Ghanasyam 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 MacLean, Dan |
author_facet | Rallapalli, Ghanasyam 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 MacLean, Dan |
author_sort | Rallapalli, Ghanasyam |
collection | PubMed |
description | 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. DOI: http://dx.doi.org/10.7554/eLife.07460.001 |
format | Online Article Text |
id | pubmed-4517073 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2015 |
publisher | eLife Sciences Publications, Ltd |
record_format | MEDLINE/PubMed |
spelling | pubmed-45170732015-07-30 Lessons from Fraxinus, a crowd-sourced citizen science game in genomics Rallapalli, Ghanasyam 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 MacLean, Dan eLife Computational and Systems Biology 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. DOI: http://dx.doi.org/10.7554/eLife.07460.001 eLife Sciences Publications, Ltd 2015-07-29 /pmc/articles/PMC4517073/ /pubmed/26219214 http://dx.doi.org/10.7554/eLife.07460 Text en © 2015, Rallapalli et al http://creativecommons.org/licenses/by/4.0/ This article is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use and redistribution provided that the original author and source are credited. |
spellingShingle | Computational and Systems Biology Rallapalli, Ghanasyam 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 MacLean, Dan Lessons from Fraxinus, a crowd-sourced citizen science game in genomics |
title | Lessons from Fraxinus, a crowd-sourced citizen science game in genomics |
title_full | Lessons from Fraxinus, a crowd-sourced citizen science game in genomics |
title_fullStr | Lessons from Fraxinus, a crowd-sourced citizen science game in genomics |
title_full_unstemmed | Lessons from Fraxinus, a crowd-sourced citizen science game in genomics |
title_short | Lessons from Fraxinus, a crowd-sourced citizen science game in genomics |
title_sort | lessons from fraxinus, a crowd-sourced citizen science game in genomics |
topic | Computational and Systems Biology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4517073/ https://www.ncbi.nlm.nih.gov/pubmed/26219214 http://dx.doi.org/10.7554/eLife.07460 |
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