Moving People from Science Adjacent to Science Doers with Twitch.tv
Abstract
The CosmoQuest community is testing the ability to attract people from playing online videogames to doing fully online citizen science by engaging people through the Twitch.tv streaming platform. Twitch.tv launched in 2011 as an online platform for video gamers to stream their gameplay while providing narrative. In its six years of regular growth, the platform has added support for people playing non-video games, and for those participating in non-game activities. As part of their expansion, in April 2017, Twitch.tv hosted a science week during which they streamed the Cosmos series and allowed different feeds provide real-time commentary. They also hosted panel discussions on a variety of science topics. CosmoQuest participated in this event and used it as a jumping off point for beginning to interact with Twitch.tv community members online. With CosmoQuest’s beta launch of Image Detectives, they expanded their use of this streaming platform to include regular “office hours”, during which team members did science with CosmoQuest’s online projects, took questions from community members, and otherwise promoted the CosmoQuest community. This presentation examines this case study, and looks at how well different kinds of Twitter engagements attracted audiences, the conversion rate from viewer to subscriber, and at how effectively CosmoQuest was able to migrate users from viewing citizen science on Twitch.tv to participating in citizen science on CosmoQuest.org.This project was supported through NASA cooperative agreement NNX17AD20A.
- Publication:
-
AAS/Division for Planetary Sciences Meeting Abstracts #49
- Pub Date:
- October 2017
- Bibcode:
- 2017DPS....4911902G