Abstract
Purpose The purpose of this paper is to examine how game framing and task framing influence experienced meaningfulness (eudaimonia) and perceived enjoyment (hedonia), which, in turn, can account for user participation behavior in citizen science projects. Design/methodology/approach The authors designed and implemented a citizen science system, Citizen Sort, and used a survey method to investigate to what extent game framing and task framing influence participation behavior. PLS–SEM was used to test research hypotheses with 76 Citizen Sort participants. Findings Analysis confirmed that game framing and task framing have a significant impact on perceived enjoyment, but showed that only task framing has a direct effect on experienced meaningfulness. The effects of experienced meaningfulness on participation were fully mediated by perceived enjoyment. Content analysis of qualitative data revealed additional insights. Research limitations/implications This research is limited due to its sample size and considered as an exploratory study, in which PLS–SEM was used to identify the impact of game framing and task framing as well as support the theory development regarding the dual nature of citizen science games. Practical implications This research provided suggestions for scientists, designers and project initiators that game framing and task framing should be effectively integrated to provide enjoyable and meaningful experiences so as to promote user contribution. Originality/value This research is one of initial studies which explored the impact of dual nature of citizen science games. The findings of this study provide the groundwork for guidelines and strategies to facilitate user contribution in citizen science projects.
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