“…The implementation stage of policy-making appears the most researched, with 20 manuscripts focused on it. In this stream of research, we observe a significant focus on the creation of "good citizens" [2,18,34,88]. While this direction of research could be of significant societal benefit, as no one can hardly argue that encouraging the use of sustainable transport is undesirable in most societies, it raises concerns in the literature on the ethics of employing gamification in e-participation and in governmental dealings in general [28,41].…”
Section: Findings and Discussionmentioning
confidence: 99%
“…Research in this direction should hence be cautioned. It is often observed that actual involvement from the government in gamified e-participation research is lacking [13,23,34,35,39,42,54,60,62,67,70,72,77]. That could be due to the lack of easy channels of contact between researchers and governments.…”
“…Some of the most commonly utilized elements of gamification in these contexts have been: points, badges and leaderboards amongst others [27,37,44,50,51,65,84]. Gamification of e-participation, in particular has been observed to induce increased citizen engagement with the government as is intended from its introduction to e-participation [8,9,11,18,20,22,31,34,35,38]. Gamified e-participation is, however, often misunderstood in practice, implicating its potential for success [4,28].…”
Gamification is one of the most commonly employed approaches for motivating individuals to participate in several types of activities. One of its largest application areas has been e-participation (i.e. citizen engagement in policy-making). Even though the required ICT infrastructure to facilitate e-participation mostly exists today, the focus of the problem has shifted towards humans; citizens are not motivated enough to participate. Gamification is a potential approach to increase motivation towards eparticipation. However, currently there is a dearth in our understanding of how gamification is being applied and researched as well as what kinds of result there exist from gamification. The aim of this paper is to synthesize research and findings on gamified eparticipation, providing directions for future research in this area.
“…The implementation stage of policy-making appears the most researched, with 20 manuscripts focused on it. In this stream of research, we observe a significant focus on the creation of "good citizens" [2,18,34,88]. While this direction of research could be of significant societal benefit, as no one can hardly argue that encouraging the use of sustainable transport is undesirable in most societies, it raises concerns in the literature on the ethics of employing gamification in e-participation and in governmental dealings in general [28,41].…”
Section: Findings and Discussionmentioning
confidence: 99%
“…Research in this direction should hence be cautioned. It is often observed that actual involvement from the government in gamified e-participation research is lacking [13,23,34,35,39,42,54,60,62,67,70,72,77]. That could be due to the lack of easy channels of contact between researchers and governments.…”
“…Some of the most commonly utilized elements of gamification in these contexts have been: points, badges and leaderboards amongst others [27,37,44,50,51,65,84]. Gamification of e-participation, in particular has been observed to induce increased citizen engagement with the government as is intended from its introduction to e-participation [8,9,11,18,20,22,31,34,35,38]. Gamified e-participation is, however, often misunderstood in practice, implicating its potential for success [4,28].…”
Gamification is one of the most commonly employed approaches for motivating individuals to participate in several types of activities. One of its largest application areas has been e-participation (i.e. citizen engagement in policy-making). Even though the required ICT infrastructure to facilitate e-participation mostly exists today, the focus of the problem has shifted towards humans; citizens are not motivated enough to participate. Gamification is a potential approach to increase motivation towards eparticipation. However, currently there is a dearth in our understanding of how gamification is being applied and researched as well as what kinds of result there exist from gamification. The aim of this paper is to synthesize research and findings on gamified eparticipation, providing directions for future research in this area.
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