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The challenge of designing scientific discovery games
Conference proceeding

The challenge of designing scientific discovery games

Seth Cooper, Adrien Treuille, Janos Barbero, Andrew Leaver-Fay, Kathleen Tuite, Firas Khatib, Alex Cho Snyder, Michael Beenen, David Salesin, David Baker, …
Proceedings of the Fifth International Conference on the Foundations of Digital Games, pp.40-47
ACM Other Conferences
FDG '10: International Conference on the Foundations of Digital Games
06/19/2010

Abstract

Applied computing -- Computers in other domains -- Personal computers and PC applications -- Computer games Information systems -- Information systems applications -- Multimedia information systems -- Massively multiplayer online games Software and its engineering -- Software creation and management -- Designing software -- Software implementation planning -- Software design techniques Software and its engineering -- Software creation and management -- Software development process management Software and its engineering -- Software organization and properties -- Contextual software domains -- Virtual worlds software -- Interactive games
Incorporating the individual and collective problem solving skills of non-experts into the scientific discovery process could potentially accelerate the advancement of science. This paper discusses the design process used for Foldit, a multiplayer online biochemistry game that presents players with computationally difficult protein folding problems in the form of puzzles, allowing ordinary players to gain expertise and help solve these problems. The principle challenge of designing such scientific discovery games is harnessing the enormous collective problem-solving potential of the game playing population, who have not been previously introduced to the specific problem, or, often, the entire scientific discipline. To address this challenge, we took an iterative approach to designing the game, incorporating feedback from players and biochemical experts alike. Feedback was gathered both before and after releasing the game, to create the rules, interactions, and visualizations in Foldit that maximize contributions from game players. We present several examples of how this approach guided the game's design, and allowed us to improve both the quality of the gameplay and the application of player problem-solving.

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