2017
DOI: 10.1590/0034-7612170058
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Modelo procedimental de la evaluación de las políticas públicas a través de la ludificación

Abstract: This article proposes a procedural model designed to optimize the experience of citizens in decision making of public policies through gamification. The study assumes that gamification increases motivation and contributes to increase involvement within a specific area. In this case, gamification is used to encourage citizens' engagement in decision-making, based on three models of evaluation of public policies that incorporate civil participation in three different roles: auditor, passive and active. After app… Show more

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Cited by 3 publications
(2 citation statements)
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“…First, for Dezuanni (2010) the computer skills incorporated in the so-called technological literacy have provided the generation of knowledge aimed at the development and implementation of new technologies (Peñalva et al 2019), including digital programming and animation; likewise, the progressive access to Internet has reduced inequality gaps and generated a greater field of opportunities and experiences, thus preparing young people in the production of video games (Jenkins 2009). Also, restructuring high schools, museums, community centers, and libraries by adding computers and audiovisual equipment has facilitated the production of video games (Torres-Toukoumidis et al 2017). To complement such circumstances, Bogost (2007) considers that cultural influence clearly affects the creation of video games.…”
Section: Production Of Videogamesmentioning
confidence: 99%
“…First, for Dezuanni (2010) the computer skills incorporated in the so-called technological literacy have provided the generation of knowledge aimed at the development and implementation of new technologies (Peñalva et al 2019), including digital programming and animation; likewise, the progressive access to Internet has reduced inequality gaps and generated a greater field of opportunities and experiences, thus preparing young people in the production of video games (Jenkins 2009). Also, restructuring high schools, museums, community centers, and libraries by adding computers and audiovisual equipment has facilitated the production of video games (Torres-Toukoumidis et al 2017). To complement such circumstances, Bogost (2007) considers that cultural influence clearly affects the creation of video games.…”
Section: Production Of Videogamesmentioning
confidence: 99%
“…Gamificación y políticas públicas ¡Que empiece el juego! el mundo empresarial (team-building y reclutamiento de empleados entre otros), la salud pública (para inculcar buenas prácticas a los pacientes, por ejemplo) o la evaluación de servicios públicos (como la recogida de basura o el estado de las calles) (Torres Toukoumidis et al, 2017;Koivisto y Hamari, 2019;Navarro Mateos, Pérez López y Femia, 2021). Sin embargo, es en el ámbito de la educación donde más se ha profundizado esta línea de investigación (Morschheuser et al, 2017).…”
Section: Introductionunclassified