The City Nature Challenge is an annual, global, community science competition to document urban biodiversity . The challenge is a bioblitz that engages residents and visitors to find and document plants, animals, and other organisms living in urban areas. The goals are to engage the public in the collection of biodiversity data, with three awards each year for the cities that make the most observations, find the most species, and engage the most people.
78-476: Participants primarily use the iNaturalist app and website to document their observations. The observation period is followed by several days of identification and the final announcement of winners. Participants need not know how to identify the species; help is provided through iNaturalist's automated species identification feature as well as the community of users on iNaturalist, including professional scientists and expert naturalists. The City Nature Challenge
156-468: A Social Credit System in which citizens will earn points representing trustworthiness. Details of this project are still vague, but it has been reported that citizens will receive points for good behavior, such as making payments on time and educational attainments. Bellingcat contributor Robert Evans has written about the "gamification of terror" in the wake of the El Paso shooting , in an analysis of
234-411: A UC Berkeley School of Information Master's final project of Nate Agrin, Jessica Kline, and Ken-ichi Ueda. Agrin and Ueda continued work on the site with Sean McGregor, a web developer. In 2011, Ueda began collaboration with Scott Loarie, a research fellow at Stanford University and lecturer at UC Berkeley. Ueda and Loarie are the current co-directors of iNaturalist.org. The organization merged with
312-436: A computer vision model which has been trained on the large database of the observations on iNaturalist. Multiple species suggestions are typically provided with the suggestion that the software guesses to be most likely is at the top of the list. A broader taxon such as a genus or family is commonly provided if the model is unsure of the species. It is trained once or twice a year, and the threshold for species included in
390-466: A certain success criterion. As such, leaderboards can help determine who performs best in a certain activity and are thus competitive indicators of progress that relate the player's own performance to the performance of others. However, the motivational potential of leaderboards is mixed. Werbach and Hunter regard them as effective motivators if there are only a few points left to the next level or position, but as demotivators, if players find themselves at
468-562: A connection to both the Soviet concept of socialist competition , and the American management trend of "fun at work". Fuchs points out that gamification might be driven by new forms of ludic interfaces . Gamification conferences have also retroactively incorporated simulation; e.g. Will Wright , designer of the 1989 video game SimCity , was the keynote speaker at the gamification conference Gsummit 2013. In addition to companies that use
546-664: A cost-effective alternative to practice. The combined use od virtual reality and gamification can provide a more effective solutions in term of knowledge acquisition and retention when they are compared with traditional training methods. Alix Levine, an American security consultant, reports that some techniques that a number of extremist websites such as Stormfront and various terrorism-related sites used to build loyalty and participation can be described as gamification. As an example, Levine mentioned reputation scores. The Chinese government has announced that it will begin using gamification to rate its citizens in 2020, implementing
624-400: A crowdsourcing platform can be considered as a design that shifts participants' focus from task completion to involvement motivated by intrinsic factors. Since the success of crowdsourcing competitions depends on a large number of participating solvers, the platforms for crowdsourcing provide motivating factors to increase participation by drawing on the concepts of the game. Gamification in
702-486: A different city winning in each category. In 2018 it expanded to 68 cities across the world, but US participation still dominated and San Francisco won in all categories. The 2019 challenge was more than doubled in scale and took the competition beyond its US roots, with Cape Town , winning two of the three categories. In 2020, the organizers removed the competition aspect due to the COVID-19 pandemic , stating, "To ensure
780-403: A fun way to "boost user engagement." Another example can be seen in the American education system. Students are ranked in their class based on their earned grade-point average (GPA), which is comparable to earning a high score in video games. Students may also receive incentives, such as an honorable mention on the dean's list, the honor roll, and scholarships, which are equivalent to leveling-up
858-682: A game for the Zurich Zoo where participants learned about endangered species by collecting animals in mixed reality . Companies seeking to train their customers to use their product effectively can showcase features of their products with interactive games like Microsoft's Ribbon Hero 2 . A wide range of employers including the United States Armed Forces , Unilever , and SAP currently use gamified training modules to educate their employees and motivate them to apply what they learned in trainings to their job. According to
SECTION 10
#1732786666126936-443: A general rule Gamification Marketing or Game Marketing usually falls under four primary categories; 1. Brandification ( in-game advertising ): Messages, images or videos promoting a Brand, Product or Service within a game's visuals components. According to NBCNews game creators Electronic Arts used "Madden 09" and "Burnout Paradise" to promote 'in-game' billboards encouraging players to vote. 2. Transmedia: The result of taking
1014-510: A global audience in 2018, with 68 cities participating from 19 countries, with some cities using community science platforms other than iNaturalist to participate. In 4 days, over 17,000 people cataloged over 440,000 nature observations in urban regions around the world. In 2019, the CNC once again expanded, with 35,000 participants in 159 cities collecting 964,000 observations of over 31,000 species. Although fewer observations were documented during
1092-1117: A helmet cam in a way that made the shooting look almost exactly like a First Person Shooter video game. This was a conscious choice, as was his decision to pick a sound-track for the spree that would entertain and inspire his viewers." Traditionally, researchers thought of motivations to use computer systems to be primarily driven by extrinsic purposes; however, many modern systems have their use driven primarily by intrinsic motivations. Examples of such systems used primarily to fulfill users' intrinsic motivations, include online gaming, virtual worlds, online shopping, learning/education, online dating, digital music repositories, social networking, online pornography, and so on. Such systems are excellent candidates for further 'gamification' in their design. Moreover, even traditional management information systems (e.g., ERP, CRM) are being 'gamified' such that both extrinsic and intrinsic motivations must increasingly be considered. As illustration, Microsoft has announced plans to use gamification techniques for its Windows Phone 7 operating system design. While businesses face
1170-562: A majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Gamification can be achieved using different game mechanics and elements which can be linked to 8 core drives when using the Octalysis framework. Gamification techniques are intended to leverage people's evolved desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism , or closure, or simply their response to
1248-696: A media property and extending it into a different medium for both promotional and monetisation purposes. Nintendo's "007: GoldenEye" is a classic example. A video game created to advertise the originally titled movie. In the end, the promotional game brought in more money than the originally titled film. 3. Through-the-line (TTL) & Below-the-line (BTL): Text above, side or below main game screen (also known as an iFrame) advertising images or text. Example of this would be "I love Bees". 4. Advergames: Usually games based on popular mobile game templates, such as ' Candy Crush ' or ' Temple Run' . These games are then recreated via platforms like WIX with software from
1326-507: A plane lace bug, Corythucha ciliata. This was the first recorded observation of the invasive species in the United Kingdom in about 18 years, and the observation sparked a national monitoring campaign to determine the spread of the insect in the country. Other research has focused on the morphology or coloration of species observations. For example, a study in 2019 assessed the relationship between wing coloration and temperature in
1404-494: A player's progress. Various kinds of points can be differentiated between, e.g. experience points, redeemable points, or reputation points, as can the different purposes that points serve. One of the most important purposes of points is to provide feedback. Points allow the players' in-game behavior to be measured, and they serve as continuous and immediate feedback and as a reward. Badges are defined as visual representations of achievements and can be earned and collected within
1482-528: A series of missions, requires the player to (physically) run, collect items to help the town survive, and listen to various audio narrations to uncover mysteries. Mobile, context-sensitive serious games for sports and health have been called exergames. Gamification has been used in an attempt to improve employee productivity in healthcare, financial services, transportation, government, and others. In general, enterprise gamification refers to work situations where "game thinking and game-based tools are used in
1560-414: A shared objective. Meta-analytic evidence supports that the combination of competition and collaboration in games is likely to be effective for learning. The described game elements fit within a broader framework, which involves three types of elements: dynamics , mechanics , and components . These elements constitute the hierarchy of game elements. Dynamics are the highest in the hierarchy. They are
1638-518: A species of mantis first discovered with the aid of iNaturalist was named Inimia nat so that its abbreviated form, I. nat , would be a word play that pays homage to iNaturalist. The Columbian weasel , the rarest neotropical carnivore, was seen for the first time in the 21st century when an iNaturalist user uploaded snapshots of the weasel exploring a privy. Two teenagers in California used iNaturalist observations of unfamiliar scorpions as
SECTION 20
#17327866661261716-614: A strategic manner to integrate with existing business processes or information systems. And these techniques are used to help drive positive employee and organizational outcomes." Crowdsourcing has been gamified in games like Foldit , a game designed by the University of Washington , in which players compete to manipulate proteins into more efficient structures. A 2010 paper in science journal Nature credited Foldit's 57,000 players with providing useful results that matched or outperformed algorithmically computed solutions. The ESP Game
1794-445: A study conducted by Badgeville , 78% of workers are utilizing games-based motivation at work and nearly 91% say these systems improve their work experience by increasing engagement, awareness and productivity. In the form of occupational safety training, technology can provide realistic and effective simulations of real-life experiences, making safety training less passive and more engaging, more flexible in terms of time management and
1872-1037: A user's reputation points exceed various thresholds, the user gains additional privileges, eventually including moderator privileges. Gamification can be used for ideation (structured brainstorming to produce new ideas). A study at MIT Sloan found that ideation games helped participants generate more and better ideas, and compared it to gauging the influence of academic papers by the numbers of citations received in subsequent research. Applications like Fitocracy and QUENTIQ (Dacadoo) use gamification to encourage their users to exercise more effectively and improve their overall health. Users are awarded varying numbers of points for activities they perform in their workouts, and gain levels based on points collected. Users can also complete quests (sets of related activities) and gain achievement badges for fitness milestones. Health Month adds aspects of social gaming by allowing successful users to restore points to users who have failed to meet certain goals. Public health researchers have studied
1950-450: A video game character or earning virtual currency or tools that augment game success. Job application processes sometimes use gamification as a way to hire employees by assessing their suitability through questionnaires and mini games that simulate the actual work environment of that company. Gamification has been widely applied in marketing. Over 70% of Forbes Global 2000 companies surveyed in 2013 said they planned to use gamification for
2028-448: A way to select and manage archives. The merging of gambling and gamification referred to as "gamblification" has been used to some extent by online casinos. Some brands use an incremental reward system to extend the typical player lifecycle and to encourage repeat visits and cash deposits at the casino in return for rewards such as free spins and cash match bonuses on subsequent deposits. The term "gamification" first appeared online in
2106-529: Is a game that is used to generate image metadata. Google Image Labeler is a version of the ESP Game that Google has licensed to generate its own image metadata. Research from the University of Bonn used gamification to increase wiki contributions by 62%. In the context of online crowdsourcing, gamification is also employed to improve the psychological and behavioral consequences of the solvers. According to numerous research, adding gamification components to
2184-526: Is also an increasing interest in the use of gamification in health sciences and education as an engaging information delivery tool and in order to add variety to revision. With increased access to one-to-one student devices, and accelerated by pressure from the COVID-19 pandemic , many teachers from primary to post-secondary settings have introduced live, online quiz-show style games into their lessons. Gamification has also been used to promote learning outside of schools. In August 2009, Gbanga launched
2262-650: Is an American 501(c)(3) nonprofit social network of naturalists , citizen scientists , and biologists built on the concept of mapping and sharing observations of biodiversity across the globe. iNaturalist may be accessed via its website or from its mobile applications . iNaturalist includes an automated species identification tool, and users further assist each other in identifying organisms from photographs and even sound recordings. As of 9 July 2024 , iNaturalist users had contributed approximately 197,660,888 observations of plants, animals, fungi, and other organisms worldwide, and 290,007 users were active in
2340-599: Is applicable to increasing engagement on sites built on social network services . For example, in August, 2010, the website builder DevHub announced an increase in the number of users who completed their online tasks from 10% to 80% after adding gamification elements. On the programming question-and-answer site Stack Overflow users receive points and/or badges for performing a variety of actions, including spreading links to questions and answers via Facebook and Twitter . A large number of different badges are available, and when
2418-423: Is not a strict requirement. Users may share observation locations publicly, "obscure" them to display a less precise location or make the locations completely private. On iNaturalist, other users add identifications to each other's observations in order to confirm or improve the identification of the observation. Observations are classified as "Casual", "Needs ID" (needs identification), or "Research Grade" based on
City Nature Challenge - Misplaced Pages Continue
2496-459: Is part of persuasive system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow , learning , crowdsourcing , knowledge retention, employee recruitment and evaluation, ease of use , usefulness of systems, physical exercise , traffic violations, voter apathy , public attitudes about alternative energy, and more. A collection of research on gamification shows that
2574-433: Is to make existing tasks feel more like games. Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge, and adding narrative. Game elements are the basic building blocks of gamification applications. Among these typical game design elements, are points, badges, leader-boards, performance graphs, meaningful stories, avatars, and teammates. According to Chou,
2652-822: The California Academy of Sciences on April 24, 2014. In 2017, iNaturalist became a joint initiative between the California Academy of Sciences and the National Geographic Society . Since 2012, the number of participants and observations has roughly doubled each year. In 2014, iNaturalist reached 1 million observations and as of October 2023 there were 181 million observations (163 million verifiable). On 11 July 2023, iNaturalist became registered as an independent 501(c)(3) nonprofit organization. Users can interact with iNaturalist in several ways: On
2730-810: The Natural History Museum of Los Angeles County and Alison Young from the California Academy of Sciences co-founded the City Nature Challenge (CNC). In the first City Nature Challenge, naturalists in Los Angeles and the San Francisco Bay Area documented over 20,000 observations with the iNaturalist platform. In 2017, the CNC expanded to 16 cities across the United States and collected over 125,000 observations of wildlife in 5 days. The CNC expanded to
2808-446: The dragonfly species Pachydiplax longipennis . Gamification Gamification is the attempt to enhance systems, services, organizations, and activities by simulating experiences similar to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game design elements and game principles (dynamics and mechanics) in non-game contexts. Gamification
2886-485: The framing of a situation as game or play. Early gamification strategies use rewards for players who accomplish desired tasks or competition to engage players. Types of rewards include points, achievement badges or levels, the filling of a progress bar, or providing the user with virtual currency. Making the rewards for accomplishing tasks visible to other players or providing leader boards are ways of encouraging players to compete. Another approach to gamification
2964-728: The public sector by 2012, when the United States Department of Energy co-funded multiple research trials, including consumer behavior studies, adapting the format of Programmed learning into mobile microlearning to experiment with the impacts of gamification in reducing energy use. Cultural anthropologist Susan Mazur-Stommen published a business case for applying games to addressing climate change and sustainability , delivering research which "...took many forms including card-games (Cool Choices), videogames (Ludwig), and games for mobile devices such as smartphones (Ringorang) [p.9]." Gamification 2013, an event exploring
3042-414: The 2020 City Nature Challenge during the COVID-19 pandemic (when the CNC became collaborative as opposed to competitive), more cities and people participated, and more species were found than in previous years. Users have the option to license their observations, photos, and audio recordings in several ways, including for the public domain , Creative Commons , or with all rights reserved . To encourage
3120-751: The Global Amphibian and Global Reptile BioBlitzes, in which observations were used to help monitor the occurrence and distribution of the world's reptiles and amphibian species. The US National Park Service partnered with iNaturalist to record observations from the 2016 National Parks BioBlitz. That project exceeded 100,000 observations in August 2016. In 2017, the United Nations Environment Programme teamed up with iNaturalist to celebrate World Environment Day . . In 2022, Reef Ecologic teamed up with iNaturalist to celebrate World Oceans Day . In 2016, Lila Higgins from
3198-651: The Global Biodiversity Information Facility (excluding share-alike and no derivatives licenses), Atlas of Living Australia , and Misplaced Pages (excluding noncommercial and no derivatives licenses) through regular imports or user scripts such as iNaturalist2Commons and Wiki Loves iNaturalist. The iNaturalist website and mobile apps are open-source software released under the MIT License . As of January 2024, more than 4,000 research papers have been published that cite
City Nature Challenge - Misplaced Pages Continue
3276-565: The attention of venture capitalists, one of whom said he considered gamification the most promising area in gaming. Another observed that half of all companies seeking funding for consumer software applications mentioned game design in their presentations. Several researchers consider gamification closely related to earlier work on adapting game-design elements and techniques to non-game contexts. Deterding et al. survey research in human–computer interaction that uses game-derived elements for motivation and interface design, and Nelson argues for
3354-402: The big picture aspects of the gamified system that should be considered and managed; however, they never directly enter into the game. Dynamics elements provide motivation through features such as narrative or social interaction. Mechanics are the basic processes that drive the action forward and generate player engagement and involvement. Examples are chance, turns, and rewards. Components are
3432-467: The bottom end of the leaderboard. Competition caused by leaderboards can create social pressure to increase the player's level of engagement and can consequently have a constructive effect on participation and learning. However, these positive effects of competition are more likely if the respective competitors are approximately at the same performance level. Performance graphs, which are often used in simulation or strategy games, provide information about
3510-721: The challenges of creating motivating gameplay strategies, what makes for effective gamification is a key question. One important type of technological design in gamification is the player centered design. Based on the design methodology user-centered design , its main goal is to promote greater connectivity and positive behavior change between technological consumers. It has five steps that help computer users connect with other people online to help them accomplish goals and other tasks they need to complete. The 5 steps are: an individual or company has to know their player (their target audience), identify their mission (their goal), understand human motivation (the personality, desires, and triggers of
3588-504: The context of computer software in 2008. Gamification did not gain popularity until 2010. Even prior to the term coming into use, other fields borrowing elements from videogames was common; for example, some work in learning disabilities and scientific visualization adapted elements from videogames. The term "gamification" first gained widespread usage in 2010, in a more specific sense referring to incorporation of social/reward aspects of games into software. The technique captured
3666-624: The context of education and training is of particular interest because it offers a variety of benefits associated with learning outcomes and retention. Using video-game inspired elements like leaderboards and badges has been shown to be effective in engaging large groups and providing objectives for students to achieve outside of traditional norms like grades or verbal feedback. Online learning platforms such as Khan Academy and even physical schools like New York City Department of Education 's Quest to Learn use gamification to motivate students to complete mission-based units and master concepts. There
3744-544: The description of new species or rediscovery of species previously considered extinct. For example, a species of snail, Myxostoma petiverianum , first described in the 1700s, was also rediscovered in Vietnam . Additionally, in 2013, a citizen scientist in Colombia uploaded a photo of a poison dart frog , which researchers determined was a previously unrecognized species now known as Andinobates cassidyhornae . In 2023,
3822-524: The efficacy of the Octalysis Framework in gamification, shows that experience points (XP), badges, and progress indicators can significantly enhance user engagement and productivity in business learning programs. Points are basic elements of a multitude of games and gamified applications. They are typically rewarded for the successful accomplishment of specified activities within the gamified environment and they serve to numerically represent
3900-595: The first step in their eventual description of two new species. The frosted phoenix moth of New Zealand, feared extinct, was "rediscovered" when a Swedish birder who was in town to see kiwis put up a light to attract moths and snapped a casual photo of an insect that had parked itself under a lawn chair on his hotel balcony; his upload to iNaturalist was the first time the moth had been seen alive in 65 years. A commuter in London uploaded an observation of an insect on her bag to iNaturalist, which allowed it to be identified as
3978-406: The gamification environment. They confirm the players' achievements, symbolize their merits, and visibly show their accomplishment of levels or goals. Earning a badge can be dependent on a specific number of points or on particular activities within the game. Badges have many functions, serving as goals, if the prerequisites for winning them are known to the player, or as virtual status symbols. In
SECTION 50
#17327866661264056-576: The iNaturalist research-grade observations hosted on the Global Biodiversity Information Facility (GBIF), often in the fields of ecology, conservation, and climate change . Many articles focus on climate-driven range shifts and expansions. For example, in 2015, data from iNaturalist was used to show that the Hopkin's rose nudibranch ( Ceratodoris rosacea ) is moving northward. Other published research focuses on
4134-486: The iNaturalist.org website, visitors can search the public dataset and interact with other people adding observations and identifications. The website provides tools for registered users to add, identify, and discuss observations, write journal posts, explore information about species, and create project pages to recruit participation in and coordinate work on their topics of interest. On the iNaturalist mobile app, registered users can create and share nature observations to
4212-424: The likes of Gamify , in order to promote Brands, Products and Services. Usually to encourage engagement, loyalty and product education. These usually involve social leaderboards and rewards that are advertised via social media platforms like Facebook's Top 10 games. Gamification also has been used as a tool for customer engagement , and for encouraging desirable website usage behaviour. Additionally, gamification
4290-460: The mere quest for points and achievements. A story can be communicated by a game's title (e.g., Space Invaders ) or by complex storylines typical of contemporary role-playing video games (e.g., The Elder Scrolls Series ). Narrative contexts can be oriented towards real, non-game contexts or act as analogies of real-world settings. The latter can enrich boring, barely stimulating contexts, and, consequently, inspire and motivate players particularly if
4368-432: The online dataset, explore observations both nearby and around the world, and learn about different species. Seek by iNaturalist, a separate app marketed to families, requires no online account registration and all observations may remain private. Seek incorporates features of gamification , such as providing a list of nearby organisms to find and encouraging the collection of badges and participation in challenges. Seek
4446-435: The player's performance over a fixed period, they focus on improvements. Motivation theory postulates that this fosters mastery orientation, which is particularly beneficial to learning. Meaningful stories are game design elements that do not relate to the player's performance. The narrative context in which a gamified application can be embedded contextualizes activities and characters in the game and gives them meaning beyond
4524-673: The player. Avatars can be designed quite simply as a mere pictogram, or they can be complexly animated, three- dimensional representations. Their main formal requirement is that they unmistakably identify the players and set them apart from other human or computer-controlled avatars. Avatars allow the players to adopt or create another identity and, in cooperative games, to become part of a community. Teammates, whether they are other real players or virtual non-player characters, can induce conflict, competition or cooperation. The latter can be fostered particularly by introducing teams, i.e. by creating defined groups of players that work together towards
4602-400: The players' performance compared to their preceding performance during a game. Thus, in contrast to leaderboards, performance graphs do not compare the player's performance to other players, but instead, evaluate the player's own performance over time. Unlike the social reference standard of leaderboards, performance graphs are based on an individual reference standard. By graphically displaying
4680-436: The popular location-based game Pokémon Go praised the game for promoting physical exercise. Terri Schwartz ( IGN ) said it was "secretly the best exercise app out there," and that it changed her daily walking routine. Patrick Allen ( Lifehacker ) wrote an article with tips about how to work out using Pokémon Go . Julia Belluz ( Vox ) said it could be the "greatest unintentional health fad ever," writing that one of
4758-424: The previous 30 days. iNaturalist describes itself as "an online social network of people sharing biodiversity information to help each other learn about nature," with its primary goal being to connect people to nature. Although it is not a science project itself, iNaturalist is a platform for science and conservation efforts, providing valuable open data to research projects, land managers, other organizations, and
SECTION 60
#17327866661264836-537: The public. It is the primary application for crowd-sourced biodiversity data in places such as Mexico, southern Africa, and Australia, and the project has been called "a standard-bearer for natural history mobile applications." Most of iNaturalist's software is open source . Scientists have published more than 4,000 papers drawn from iNaturalist data sets and observations, including descriptions of species new to science and rediscoveries of species so rarely seen they were feared extinct. iNaturalist began in 2008 as
4914-577: The purposes of marketing and customer retention . For example, in November, 2011, Australian broadcast and online media partnership Yahoo!7 launched its Fango mobile app /SAP, which TV viewers use to interact with shows via techniques like check-ins and badges. Gamification has also been used in customer loyalty programs. In 2010, Starbucks gave custom Foursquare badges to people who checked in at multiple locations, and offered discounts to people who checked in most frequently at an individual store. As
4992-552: The quality of the data provided and the community identification process. Any quality of data can be downloaded from iNaturalist and "Research Grade" observations are often incorporated into other online databases such as the Global Biodiversity Information Facility and the Atlas of Living Australia . In addition to observations being identified by others in the community, iNaturalist includes an automated species identification tool, first released in 2017. Images can be identified via
5070-420: The results of the game that the developers may not have imagined was that "it seems to be getting people moving." One study showed users took an extra 194 steps per day once they started using the app, approximately 26% more than usual. Ingress is a similar game that also requires a player to be physically active. Zombies, Run! , a game in which the player is trying to survive a zombie apocalypse through
5148-514: The role 8Chan and similar boards played in inspiring the massacre, as well as other acts of terrorism and mass shootings. According to Evans, "[w]hat we see here is evidence of the only real innovation 8chan has brought to global terrorism: the gamification of mass violence. We see this not just in the references to "high scores", but in the very way the Christchurch shooting was carried out. Brenton Tarrant livestreamed his massacre from
5226-415: The safety and health of all participants, this year’s CNC is no longer a competition. Instead, we want to embrace the collaborative aspect of sharing observations online with a digital community, and celebrate the healing power of nature as people document their local biodiversity to the best of their ability." This change remained in effect for following years. Reference: INaturalist iNaturalist
5304-560: The same way as points, badges also provide feedback, in that they indicate how the players have performed. Badges can influence players' behavior, leading them to select certain routes and challenges in order to earn badges that are associated with them. Additionally, as badges symbolize one's membership in a group of those who own this particular badge, they also can exert social influences on players and co-players, particularly if they are rare or hard to earn. Leaderboards rank players according to their relative success, measuring them against
5382-500: The sharing of information and to reduce costs, iNaturalist encourages users to license media with Creative Commons licenses . The default license is CC BY-NC , meaning others are free to copy, redistribute, remix, transform, and build upon the media as long as appropriate credit is given, changes are indicated, a link to the license is provided, and it is not used for commercial purposes. Observations and media licensed with Creative Commons licenses are often shared elsewhere, including
5460-400: The species that occur within a designated area, and a specific project type on iNaturalist. Other project types include collections of observations by location or taxon or documenting specific types of observations such as animal tracks and signs, the spread of invasive species , roadkill , fishing catches, or discovering new species. In 2011, iNaturalist was used as a platform to power
5538-433: The specific instantiations of mechanics and dynamics; elements like points, quests, and virtual goods. Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating
5616-404: The story is in line with their personal interests. As such, stories are also an important part in gamification applications, as they can alter the meaning of real-world activities by adding a narrative 'overlay', e.g. being hunted by zombies while going for a run. Avatars are visual representations of players within the game or gamification environment. Usually, they are chosen or even created by
5694-457: The target audience), apply mechanics (points, badges, leaderboards, etc.), and to manage, monitor, and measure the way they are using their mechanics to ensure it is helping them achieve the desired outcome of their goal and that their goal is specific and realistic. Gamification has also been applied to authentication . Games have been proposed as a way for users to learn new and more complicated passwords. Gamification has also been proposed as
5772-789: The technique, a number of businesses created gamification platforms. In October 2007, Bunchball , backed by Adobe Systems Incorporated, was the first company to provide game mechanics as a service, on Dunder Mifflin Infinity , the community site for the NBC TV show The Office . Bunchball customers have included Playboy, Chiquita, Bravo, and The USA Network. Badgeville , which offers gamification services, launched in late 2010, and raised $ 15 million in venture-capital funding in its first year of operation. Gabe Zichermann coined "funware" as an alternative term for gamification. Gamification as an educational and behavior modification tool reached
5850-508: The training set has changed over time. It can be difficult for the model to guess correctly if the species in question is infrequently observed or hard to identify from images alone; or if the image submitted has poor lighting, is blurry, or contains multiple subjects. Users have created and contributed to tens of thousands of different projects on iNaturalist. The platform is commonly used to record observations during bioblitzes , which are biological surveying events that attempt to record all
5928-411: The use of gamification in self-management of chronic diseases and common mental disorders, STD prevention, and infection prevention and control. In a review of health apps in the 2014 Apple App Store , more than 100 apps showed a positive correlation between gamification elements used and high user ratings. MyFitnessPal was named as the app that used the most gamification elements. Reviewers of
6006-412: Was founded by Alison Young and Rebecca Johnson of the California Academy of Sciences and Lila Higgins of the Natural History Museum of Los Angeles County . The first event took place in 2016, in which Los Angeles competed against San Francisco and won in all three categories (most observations, most species, most participants). In 2017 the challenge expanded to 16 cities across the United States, with
6084-596: Was initially released in the spring of 2018. The iNaturalist platform is based on crowdsourcing of observations and identifications. An iNaturalist observation records a person's encounter with an individual organism at a particular time and place. An iNaturalist observation may also record evidence of an organism, such as animal tracks , nests , or scat . The scope of iNaturalist excludes natural but inert subjects such as geologic or hydrologic features. Users typically upload photos as evidence of their findings, though audio recordings are also accepted, and such evidence
#125874