2019
DOI: 10.24251/hicss.2019.372
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Gamification of E-Participation: A Literature Review

Abstract: 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 epartici… Show more

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Cited by 38 publications
(22 citation statements)
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“…Gamification became one of the most utilized approaches for encouraging individuals to actively participate in various types of activities (Hassan and Hamari 2019). In the last few years, it has become a trending buzzword in many fields as a medium of improving user engagement and enhancing user activity, social interaction, and productivity (Hamari, Koivisto, and Sarsa 2014).…”
Section: Gamification As An Engaging Design Toolmentioning
confidence: 99%
“…Gamification became one of the most utilized approaches for encouraging individuals to actively participate in various types of activities (Hassan and Hamari 2019). In the last few years, it has become a trending buzzword in many fields as a medium of improving user engagement and enhancing user activity, social interaction, and productivity (Hamari, Koivisto, and Sarsa 2014).…”
Section: Gamification As An Engaging Design Toolmentioning
confidence: 99%
“…Based on the research by Perveen, Asif, Mehmood, Khan, and Iqbal (2013), students who learn through games acquire more vocabularies. The reason lies in the motivation itself (Hamari & Hassan, 2019;Flores, 2015), whereby it is stated that students are more motivated and eager to learn while playing. Games in the language classroom involve the active participation of students in learning, which in return provides a solid platform for learners to effectively and positively learn grammar in ESL (Leaning, 2015;Hamari, Koivisto & Sarsa, 2014).…”
Section: 3related Studiesmentioning
confidence: 99%
“…According to the authors' opinion, the Sociocultural Information Urban Space contains three base contexts, presented in Figure 2. With the growing importance of independent social interactions gamification technologies become an important public motivation mechanism in e-government and city management, as well as self-organization, self-development one (Feng et al, 2018;Mueller et al, 2018;Vanolo et al, 2018;Zica et al, 2018;Hassan et al, 2019).…”
Section: The Concept and The Architecturementioning
confidence: 99%