# Gamification in Science: A Study of Requirements in the Context of Reproducible Research

arXiv: https://arxiv.org/abs/1903.02446 · HTML: https://mlsanity.com/paper/1903.02446/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 6 Mar 2019.

## Built on by (most cited first, 2 of 2)

- [DIAMBRA Arena: a New Reinforcement Learning Platform for Research and Experimentation](https://mlsanity.com/paper/2210.10595/) (2022)
- [SupplyNet: Supporting Visual Exploratory Learning in Supply Chain via Contextual Multi-Agent Simulation](https://mlsanity.com/paper/2606.24694/) (2026)

## Abstract (arXiv)

The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster reproducibility. In this paper, we explore possible uses of gamification to support reproducible practices in High Energy Physics. To understand how gamification can be effective in research tools, we participated in a workshop and performed interviews with data analysts. We then designed two interactive prototypes of a research preservation service that use contrasting gamification strategies. The evaluation of the prototypes showed that gamification needs to address core scientific challenges, in particular the fair reflection of quality and individual contribution. Through thematic analysis, we identified four themes which describe perceptions and requirements of gamification in research: Contribution, Metrics, Applications and Scientific practice. Based on these, we discuss design implications for gamification in science.
