Gamification and civic engagement in digital government applications: a review
Resumo
In the context of Human Computer Interaction, engagement might be seen as a reflection of users' involvement and interaction with a digital system. To digital government initiatives, civic engagement refers to the ways in which citizens participate in the life of a community, in order to improve conditions for others or to help shape the communitys future. Recent studies have approached civic engagement harnessed by gamification, i.e. the adoption of game elements in non-game contexts. In this context, the goal of this research is to investigate which gamification studies and features have been applied to civic engagement initiatives. This study reviews current literature, looking for the relationship between civic engagement and how it has been applied to the Human Computer Interaction context.
Palavras-chave:
Civic Engagement, Gamification, E-Government
Referências
Adler, R. P. and Goggin, J. (2005). What do we mean by “civic engagement”? Journal of transformative education, 3(3):236–253.
Alloghani, M., Hussain, A., Al-Jumeily, D., Aljaaf, A., and Mustafina, J. (2017). Gamification in e-governance: Development of an online gamified system to enhance government entities services delivery and promote public’s awareness. In Proceedings of the 5th International Conference on Information and Education Technology, pages 176–181.
Asquer, A. (2013). Not just videogames: Gamification and its potential application to public services. In Digital public administration and E-government in developing nations: Policy and practice, pages 146–165. IGI Global.
Bianchini, D., Fogli, D., and Ragazzi, D. (2016). Promoting citizen participation through gamification. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction, pages 1–4.
Brigham, T. J. (2015). An introduction to gamification: adding game elements for engagement. Medical reference services quarterly, 34(4):471–480.
Caldwell, P. H. and Bennett, T. (2020). Easy guide to conducting a systematic review. Journal of Paediatrics and Child Health, 56(6):853–856.
Cantador, I. and Cortes-Cediel, M. E. (2018). Towards increasing citizen engagement in participatory budgeting digital tools. In Proceedings of the 19th Annual International Conference on Digital Government Research: Governance in the Data Age, pages 1–2.
Chou, Y.-k. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.
Cortés-Cediel, M. E., Gil, O., and Cantador, I. (2018). Defining the engagement life cycle in e-participation. In Proceedings of the 19th Annual International Conference on Digital Government Research: Governance in the Data Age, pages 1–2.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining” gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15.
Dobrian, F., Sekar, V., Awan, A., Stoica, I., Joseph, D., Ganjam, A., Zhan, J., and Zhang, H. (2011). Understanding the impact of video quality on user engagement. ACM SIGCOMM Computer Communication Review, 41(4):362–373.
Doherty, K. and Doherty, G. (2018). Engagement in hci: conception, theory and measurement. ACM Computing Surveys (CSUR), 51(5):1–39.
Glasnapp, J. and Brdiczka, O. (2009). A human-centered model for detecting technology engagement. In International Conference on Human-Computer Interaction, pages 621–630. Springer.
Gordon, E., Walter, S., and Suarez, P. (2014). Engagement games: A case for designing games to facilitate real-world action. Boston: EGL. Available online at http://engagementgamelab. org/pdfs/engagement-gameguide. pdf.
Hassan, L. (2017). Governments should play games: Towards a framework for the gamification of civic engagement platforms. Simulation & Gaming, 48(2):249–267.
Hassan, L. and Hamari, J. (2020). Gameful civic engagement: A review of the literature on gamification of e-participation. Government Information Quarterly, 37(3):101461.
Lee, J. and Kim, S. (2014). Active citizen e-participation in local governance: do individual social capital and e-participation management matter? In 2014 47th Hawaii International Conference on System Sciences, pages 2044–2053. IEEE.
Mora, A., Riera, D., Gonzalez, C., and Arnedo-Moreno, J. (2015). A literature review of gamification design frameworks. In 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pages 1–8. IEEE.
O’Brien, H. L. and Toms, E. G. (2008). What is user engagement? a conceptual framework for defining user engagement with technology. Journal of the American society for Information Science and Technology, 59(6):938–955.
Oyibo, K., Orji, R., and Vassileva, J. (2017). Investigation of the social predictors of competitive behavior and the moderating effect of culture. In Adjunct publication of the 25th conference on user modeling, adaptation and personalization, pages 419–424.
Palacin-Silva, M. V., Knutas, A., Ferrario, M. A., Porras, J., Ikonen, J., and Chea, C. (2018). The role of gamification in participatory environmental sensing: A study in the wild. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, pages 1–13.
Romano, M., Díaz, P., and Aedo, I. (2018). A gamified platform for civic engagement in early warning. In Proceedings of the XIX international conference on human computer interaction, pages 1–8.
Ronzhyn, A., Wimmer, M. A., Viale Pereira, G., and Alexopoulos, C. (2020). Gamification in public service provisioning: Investigation of research needs. In The 21st Annual International Conference on Digital Government Research, pages 294–300.
Rothschild, J. (2016). The logic of a co-operative economy and democracy 2.0: Recovering the possibilities for autonomy, creativity, solidarity, and common purpose. The Sociological Quarterly, 57(1):7–35.
Sandoval-Almazan, R. and Valle-Cruz, D. (2017). Open innovation, living labs and public officials: The case of” mapaton” in mexico. In Proceedings of the 10th International Conference on Theory and Practice of Electronic Governance, pages 260–265.
Thiel, S.-K. (2016). A review of introducing game elements to e-participation. In 2016 conference for E-democracy and open government (CeDEM), pages 3–9. IEEE.
Werbach, K. and Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton digital press.
Zyngier, D. (2008). (re) conceptualising student engagement: Doing education not doing time. Teaching and Teacher Education, 24(7):1765–1776.
Alloghani, M., Hussain, A., Al-Jumeily, D., Aljaaf, A., and Mustafina, J. (2017). Gamification in e-governance: Development of an online gamified system to enhance government entities services delivery and promote public’s awareness. In Proceedings of the 5th International Conference on Information and Education Technology, pages 176–181.
Asquer, A. (2013). Not just videogames: Gamification and its potential application to public services. In Digital public administration and E-government in developing nations: Policy and practice, pages 146–165. IGI Global.
Bianchini, D., Fogli, D., and Ragazzi, D. (2016). Promoting citizen participation through gamification. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction, pages 1–4.
Brigham, T. J. (2015). An introduction to gamification: adding game elements for engagement. Medical reference services quarterly, 34(4):471–480.
Caldwell, P. H. and Bennett, T. (2020). Easy guide to conducting a systematic review. Journal of Paediatrics and Child Health, 56(6):853–856.
Cantador, I. and Cortes-Cediel, M. E. (2018). Towards increasing citizen engagement in participatory budgeting digital tools. In Proceedings of the 19th Annual International Conference on Digital Government Research: Governance in the Data Age, pages 1–2.
Chou, Y.-k. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.
Cortés-Cediel, M. E., Gil, O., and Cantador, I. (2018). Defining the engagement life cycle in e-participation. In Proceedings of the 19th Annual International Conference on Digital Government Research: Governance in the Data Age, pages 1–2.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining” gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15.
Dobrian, F., Sekar, V., Awan, A., Stoica, I., Joseph, D., Ganjam, A., Zhan, J., and Zhang, H. (2011). Understanding the impact of video quality on user engagement. ACM SIGCOMM Computer Communication Review, 41(4):362–373.
Doherty, K. and Doherty, G. (2018). Engagement in hci: conception, theory and measurement. ACM Computing Surveys (CSUR), 51(5):1–39.
Glasnapp, J. and Brdiczka, O. (2009). A human-centered model for detecting technology engagement. In International Conference on Human-Computer Interaction, pages 621–630. Springer.
Gordon, E., Walter, S., and Suarez, P. (2014). Engagement games: A case for designing games to facilitate real-world action. Boston: EGL. Available online at http://engagementgamelab. org/pdfs/engagement-gameguide. pdf.
Hassan, L. (2017). Governments should play games: Towards a framework for the gamification of civic engagement platforms. Simulation & Gaming, 48(2):249–267.
Hassan, L. and Hamari, J. (2020). Gameful civic engagement: A review of the literature on gamification of e-participation. Government Information Quarterly, 37(3):101461.
Lee, J. and Kim, S. (2014). Active citizen e-participation in local governance: do individual social capital and e-participation management matter? In 2014 47th Hawaii International Conference on System Sciences, pages 2044–2053. IEEE.
Mora, A., Riera, D., Gonzalez, C., and Arnedo-Moreno, J. (2015). A literature review of gamification design frameworks. In 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pages 1–8. IEEE.
O’Brien, H. L. and Toms, E. G. (2008). What is user engagement? a conceptual framework for defining user engagement with technology. Journal of the American society for Information Science and Technology, 59(6):938–955.
Oyibo, K., Orji, R., and Vassileva, J. (2017). Investigation of the social predictors of competitive behavior and the moderating effect of culture. In Adjunct publication of the 25th conference on user modeling, adaptation and personalization, pages 419–424.
Palacin-Silva, M. V., Knutas, A., Ferrario, M. A., Porras, J., Ikonen, J., and Chea, C. (2018). The role of gamification in participatory environmental sensing: A study in the wild. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, pages 1–13.
Romano, M., Díaz, P., and Aedo, I. (2018). A gamified platform for civic engagement in early warning. In Proceedings of the XIX international conference on human computer interaction, pages 1–8.
Ronzhyn, A., Wimmer, M. A., Viale Pereira, G., and Alexopoulos, C. (2020). Gamification in public service provisioning: Investigation of research needs. In The 21st Annual International Conference on Digital Government Research, pages 294–300.
Rothschild, J. (2016). The logic of a co-operative economy and democracy 2.0: Recovering the possibilities for autonomy, creativity, solidarity, and common purpose. The Sociological Quarterly, 57(1):7–35.
Sandoval-Almazan, R. and Valle-Cruz, D. (2017). Open innovation, living labs and public officials: The case of” mapaton” in mexico. In Proceedings of the 10th International Conference on Theory and Practice of Electronic Governance, pages 260–265.
Thiel, S.-K. (2016). A review of introducing game elements to e-participation. In 2016 conference for E-democracy and open government (CeDEM), pages 3–9. IEEE.
Werbach, K. and Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton digital press.
Zyngier, D. (2008). (re) conceptualising student engagement: Doing education not doing time. Teaching and Teacher Education, 24(7):1765–1776.
Publicado
18/07/2021
Como Citar
SANTOS, Alysson Diniz dos; AQUINO, Felipe Rocha de; FURTADO, Lara Sucupira; SILVA, Ticiana Coelho da; CRUZ, Lívia.
Gamification and civic engagement in digital government applications: a review. In: WORKSHOP DE COMPUTAÇÃO APLICADA EM GOVERNO ELETRÔNICO (WCGE), 9. , 2021, Evento Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2021
.
p. 167-178.
ISSN 2763-8723.
DOI: https://doi.org/10.5753/wcge.2021.15986.