2020
Hassan, Lobna; Hamari, Juho
Gameful Civic Engagement: A Review of the Literature on Gamification of E-participation Journal Article
In: Government Information Quarterly, vol. 37, iss. 3, pp. 101461, 2020, ISSN: 0740-624X.
Abstract | Links | Tags: Civic engagement, E-participation, Games, Gamification, Governance, Policy making
@article{Hassan2020b,
title = {Gameful Civic Engagement: A Review of the Literature on Gamification of E-participation},
author = {Lobna Hassan and Juho Hamari},
url = {https://urn.fi/urn:nbn:fi:tuni-202009177034},
doi = {10.1016/j.giq.2020.101461},
issn = {0740-624X},
year = {2020},
date = {2020-07-01},
journal = {Government Information Quarterly},
volume = {37},
issue = {3},
pages = {101461},
abstract = {With increased digitalization, governments and public institutes became potentially better able to practice fuller and wider ranges of democratic governance through e.g., e-participation. E-participation, as any means of engagement with the common good, is, however, a difficult area of human motivation as it can be seen to exist outside the common hurdles of the everyday life and where the effects of participation are often invisible or take a long time to materialize. Recent trends of digitalization, such as gamification: a popular approach for stimulating motivation, have been proposed as remedies to foster e-participation. A plethora of applications and research has emerged related to gamified e-participation. However, there is currently a dearth in our knowledge of how gamification is being applied, researched or what its possible positive and negative outcomes can be. This study employed a systematic literature review approach in order to summarize research and findings on gamified e-participation. 66 papers were reviewed, the majority of which indicated that gamified e-participation is linked to increased engagement, motivation, civic learning and enjoyment amongst other outcomes. Nonetheless, question remains as to ethical and inclusive gamification, for which, this research provides directions for future research.},
keywords = {Civic engagement, E-participation, Games, Gamification, Governance, Policy making},
pubstate = {published},
tppubtype = {article}
}
2019
Leorke, Dale
Reappropriating, Reconfiguring and Augmenting the Smart City Through Play Book Section
In: Nijholt, Anton (Ed.): Making Smart Cities More Playable: Exploring Playable Cities, pp. 51-70, Springer Singapore, 2019, ISBN: 9789811397646.
Abstract | Links | Tags: Civic engagement, Counterplay, Gamification, Play, Playable cities, Psychogeography, Smart city
@incollection{Leorke2019,
title = {Reappropriating, Reconfiguring and Augmenting the Smart City Through Play},
author = {Dale Leorke},
editor = {Anton Nijholt},
url = {https://urn.fi/URN:NBN:fi:tuni-202101131251},
doi = {10.1007/978-981-13-9765-3_3},
isbn = {9789811397646},
year = {2019},
date = {2019-06-23},
booktitle = {Making Smart Cities More Playable: Exploring Playable Cities},
pages = {51-70},
publisher = {Springer Singapore},
abstract = {This chapter examines the growing intersection of digital games and the ‘smart city’ model. It explores the various ways that games and playful practices can alternately support, challenge, or counter the push to instrumentalise, optimise, and ‘program’ the city through ubiquitous smart technologies and ‘sentient’ infrastructure. I begin with a brief overview of the smart city model and how digital games figure into its economic and cultural policies. I then examine current debates around how games and play might more broadly contribute to and counteract the smart city approach, through an analysis of different groups and movements that propose themselves as playful ‘alternatives’ to the smart city. I outline three broad conceptual categories into which these alternatives fit, which alternately propose to reappropriate, reconfigure, and augment the smart city. In doing so, I connecting each of these approaches not only to contemporary discourses around urban policy, but also historical and present visions of play in urban space.},
keywords = {Civic engagement, Counterplay, Gamification, Play, Playable cities, Psychogeography, Smart city},
pubstate = {published},
tppubtype = {incollection}
}
Hassan, Lobna; Hamari, Juho
Gamification of E-Participation: A Literature Review Proceedings Article
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 3077-3086, HICSS, 2019, ISBN: 978-0-9981331-2-6.
Abstract | Links | Tags: Civic engagement, Crowdsourcing, Digital government, E-participation, Gamification, Policy making
@inproceedings{Hassan2019b,
title = {Gamification of E-Participation: A Literature Review},
author = {Lobna Hassan and Juho Hamari},
editor = {Tung Bui},
url = {https://scholarspace.manoa.hawaii.edu/handle/10125/59744},
doi = {10.24251/HICSS.2019.372},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {3077-3086},
publisher = {HICSS},
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 e- participation. 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 e-participation, providing directions for future research in this area.},
keywords = {Civic engagement, Crowdsourcing, Digital government, E-participation, Gamification, Policy making},
pubstate = {published},
tppubtype = {inproceedings}
}
