- Sarrazin-Gendron, Roman;
- Ghasemloo Gheidari, Parham;
- Butyaev, Alexander;
- Keding, Timothy;
- Cai, Eddie;
- Zheng, Jiayue;
- Mutalova, Renata;
- Mounthanyvong, Julien;
- Zhu, Yuxue;
- Nazarova, Elena;
- Drogaris, Chrisostomos;
- Erhart, Kornél;
- Brouillette, Amélie;
- Richard, Gabriel;
- Pitchford, Randy;
- Caisse, Sébastien;
- Blanchette, Mathieu;
- McDonald, Daniel;
- Knight, Rob;
- Szantner, Attila;
- Waldispühl, Jérôme
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.