2023
Bhattarai, Rakshya; Hassan, Lobna; Vesa, Mikko
Participatory Budgeting Case Studies throughout the Ages: A Longitudinal, Thematic, Systematic Literature Study Proceedings Article
In: Proceedings of the 56th Hawaii International Conference on System Sciences, Hawaii International Conference on System Sciences, 2023, ISBN: 978-0-9981331-6-4.
Abstract | Links | Tags: Citizen-participation, E-governance, E-participation, Emerging Topics in Digital Government, Participatory budgeting, Public spending
@inproceedings{Bhattarai2023,
title = {Participatory Budgeting Case Studies throughout the Ages: A Longitudinal, Thematic, Systematic Literature Study},
author = {Rakshya Bhattarai and Lobna Hassan and Mikko Vesa},
url = {https://hdl.handle.net/10125/102868
https://scholarspace.manoa.hawaii.edu/server/api/core/bitstreams/8b71a2a8-30da-4b11-9545-90156e37d4de/content},
isbn = {978-0-9981331-6-4},
year = {2023},
date = {2023-01-03},
urldate = {2023-01-03},
booktitle = {Proceedings of the 56th Hawaii International Conference on System Sciences},
publisher = {Hawaii International Conference on System Sciences},
abstract = {Participatory Budgeting (PB) is often utilized to initiate citizen involvement in governmental processes and familiarize them with public spending. It can help to increase transparency, communication between citizens and government and improve quality of life of the communities. Other times, it can increase costs with little returns. Overall, we have limited knowledge about PB development trajectories, practices, state of art, and future research possibilities. Hence, we have conducted a systematic, longitudinal, thematic literature review, that has examined 92 case studies of PB, and reveals that interest in PB research has been reflective of global movements eg, the Arab Spring, Occupy Wall Street, and the like. The field, however, is also growing in maturity and needs specialized research on PB tools, sustainability, inclusion, amongst other topics.},
keywords = {Citizen-participation, E-governance, E-participation, Emerging Topics in Digital Government, Participatory budgeting, Public spending},
pubstate = {published},
tppubtype = {inproceedings}
}
2021
Hassan, Lobna; Deterding, Sebastian; Harviainen, J. Tuomas; Hamari, Juho
Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation Journal Article
In: Storyworlds, vol. 11, iss. 1, pp. 51-78, 2021, ISSN: 2156-7204.
Abstract | Links | Tags: Civic participation, E-participation, Gamification, Post-truth, Storification
@article{Hassan2021,
title = {Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation},
author = {Lobna Hassan and Sebastian Deterding and J. Tuomas Harviainen and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108106489
},
doi = {10.1353/stw.2019.0000},
issn = {2156-7204},
year = {2021},
date = {2021-08-10},
journal = {Storyworlds},
volume = {11},
issue = {1},
pages = {51-78},
abstract = {Post-truth politics have thrived in the shape of fake news and the feeding of divisive emotional nar- ratives. While stories with strong emotional appeal can mobilize, their current post-truth form erodes the ideals of democracy. Some have called to counter the post-truth populism with evidence-based participa- tion, both online and offline. However, such initiatives overlook that human cognition is constitutively narra- tive and emotional and so are practices of deliberative, participatory democracy. A more viable strategy is to embrace emotional narratives and to mobilize civic participation in forms aligned with democratic ideals through evidence-based storification and gamifica- tion. As such, the attraction to emotional narratives becomes a positive force toward evidence-based en- gagement. To further strengthen the implementation of evidence-based, narrativist, deliberative democracy, we employ and propose the analytical frameworks of (1) storification, the use of explicit emotional narra- tive for engagement purposes; and (2) embodied narratives, the implicit narratives conveyed by the very existence of narratives. Accordingly, we discuss partic- ipation initiatives that highlight the potential of these analytical and design frameworks in positively influ- encing civic engagement.
},
keywords = {Civic participation, E-participation, Gamification, Post-truth, Storification},
pubstate = {published},
tppubtype = {article}
}
Thibault, Mattia; Buruk, Oğuz; Hassan, Lobna; Hamari, Juho
Anagenesis: A Framework for Gameful, Playful and Democratic Future Smart Cities Book Section
In: Vesa, Mikko (Ed.): Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity, pp. 201-229, Taylor & Francis, 2021, ISBN: 9780367321185.
Abstract | Tags: Augmented cities technologies, DIY urbanism, E-participation, Gamification, Smart city, Urban play
@incollection{Thibault2021b,
title = {Anagenesis: A Framework for Gameful, Playful and Democratic Future Smart Cities},
author = {Mattia Thibault and Oğuz Buruk and Lobna Hassan and Juho Hamari},
editor = {Mikko Vesa},
isbn = {9780367321185},
year = {2021},
date = {2021-02-25},
urldate = {2021-02-25},
booktitle = {Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity},
pages = {201-229},
publisher = {Taylor & Francis},
abstract = {This chapter aims to go beyond extant gameful and playful approaches of urban management and governance by identifying the benefits and detriments in current approaches as well as elevating those benefits into a combined juxtaposed future vision of a playfully co-created city, Anagenesis. We ground our framework in the foundation laid out by three separate gameful phenomena: gamified e-participation, urban play initiatives (such as parkour or DIY urbanism) and games based on augmented cities technologies. We argue that while these separate phenomena all have their benefits and detriments, in democratic, playful and technologically enhanced activities organization, in meaningful combination, they provide an efficient and ethical way of engaging citizens in decisions regarding city-making and urban design.},
keywords = {Augmented cities technologies, DIY urbanism, E-participation, Gamification, Smart city, Urban play},
pubstate = {published},
tppubtype = {incollection}
}
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
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}
}
