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A Review of Introducing Game Elements to e-Participation

  • Sarah-Kristin Thiel (Speaker)

Research output: Chapter in Book or Conference Proceedings › Conference Proceedings with Oral Presentation › peer-review

Abstract

In light of a disturbingly low political participation, governments around the world try novel approaches re-encourage citizens to make use of their democratic rights. A currently popular strategy is the implementation of digital participation platforms. Since the emergence of these tools, a true success has yet to be confirmed. One attempt to increase the usage of digital participation Tools and therefore eventually also the overall level of public participation, is the incorporation of game-related elements. This paper reviews recent academic projects concerning gamified participation tools and reports on preliminary results. Overall, it should not be assumed that gamification works similar in all domains, different user groups react different to game aspects and some elements might even be harmful towards the Overall objective. Therefore, it is important to analyze one's context and target groups before turning to gamification. Moreover, game elements need to be chosen carefully and situated in the context.
Original languageEnglish
Title of host publicationProceedings of the Sixth International Conference for E-Democracy and Open Government. CeDEM16
EditorsNoella Edelmann, Peter Parycek
Pages3-9
Number of pages7
DOIs
Publication statusPublished - 2016
EventCeDEM16 - International Conference for E-Democracy and Open Government 2016 -
Duration: 1 Jan 2016 → …

Conference

ConferenceCeDEM16 - International Conference for E-Democracy and Open Government 2016
Period1/01/16 → …

Research Field

  • Not defined

Keywords

  • Gamification: eparticipation; motivation; civic engagement; games

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