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Quantum Moves is a citizen science game that investigates the ability of humans to solve complex physics challenges that are intractable for computers. During the launch of Quantum Moves in April 2016 the games leaderboard function broke down resulting in a no leaderboard game experience for some players for a couple of days (though their scores were still displayed). The subsequent quick fix of an all-time Top 5 leaderboard, and the following long-term implementation of a personalized relative-position (infinite) leaderboard provided us with a unique opportunity to compare and investigate the effect of different leaderboard implementations on player performance in a points-driven citizen science game. All three conditions were live sequentially during the games initial influx of more than 150.000 players that stemmed from global press attention on Quantum Moves due the publication of a Nature paper about the use of Quantum Moves in solving a specific quantum physics problem. Thus, it has been possible to compare the three conditions and their influence on the performance (defined as a players quality of game play related to a high-score) of over 4500 new players. These 4500 odd players in our three leaderboard-conditions have a similar demographic background based upon the time-window over which the implementations occurred and controlled against Player ID tags. Our results placed Condition 1 experience over condition 3 and in some cases even over condition 2 which goes against the general assumption that leaderboards enhance gameplay and its subsequent overuse as a an oft-relied upon element that designers slap onto a game to enhance said appeal. Our study thus questions the use of leaderboards as general performance enhancers in gamification contexts and brings some empirical rigor to an often under-reported but overused phenomenon.
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Individual performance metrics are commonly used to compare players from different eras. However, such cross-era comparison is often biased due to significant changes in success factors underlying player achievement rates (e.g. performance enhancing
We investigate the development of scientific content knowledge of volunteers participating in online citizen science projects in the Zooniverse (www.zooniverse.org), including the astronomy projects Galaxy Zoo (www.galaxyzoo.org) and Planet Hunters (
Quantum computers are on the verge of becoming a commercially available reality. They represent a paradigm shift in computing, with a steep learning gradient. The creation of games is a way to ease the transition for beginners. We present a game simi