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Improving microbial phylogeny with citizen science within a mass-market video game.

Roman Sarrazin-GendronParham Ghasemloo GheidariAlexander ButyaevTimothy KedingEddie CaiJiayue ZhengRenata MutalovaJulien MounthanyvongYuxue ZhuElena NazarovaChrisostomos DrogarisKornél Erhartnull nullnull nullAmélie BrouilletteGabriel RichardRandy PitchfordSébastien CaisseMathieu BlanchetteDaniel McDonaldRob KnightAttila SzantnerJérôme Waldispühl
Published in: Nature biotechnology (2024)
Citizen science video games are designed primarily for users already inclined to contribute to science, which severely limits their accessibility for an estimated community of 3 billion gamers worldwide. We created Borderlands Science (BLS), a citizen science activity that is seamlessly integrated within a popular commercial video game played by tens of millions of gamers. This integration is facilitated by a novel game-first design of citizen science games, in which the game design aspect has the highest priority, and a suitable task is then mapped to the game design. BLS crowdsources a multiple alignment task of 1 million 16S ribosomal RNA sequences obtained from human microbiome studies. Since its initial release on 7 April 2020, over 4 million players have solved more than 135 million science puzzles, a task unsolvable by a single individual. Leveraging these results, we show that our multiple sequence alignment simultaneously improves microbial phylogeny estimations and UniFrac effect sizes compared to state-of-the-art computational methods. This achievement demonstrates that hyper-gamified scientific tasks attract massive crowds of contributors and offers invaluable resources to the scientific community.
Keyphrases
  • public health
  • virtual reality
  • mental health
  • working memory