2019
DOI: 10.24251/hicss.2019.380
|View full text |Cite
|
Sign up to set email alerts
|

Inclusive Gamified Participation: Who are we inviting and who becomes engaged?

Abstract: Recent evaluations have shown that up until now, e-participation platforms have not been very effective in involving citizens in public decision-making. This is partly due to these novel forms of engagement not seeming to reach citizens beyond the "usual suspects" of public participation. A trending approach to make these platforms more attractive, especially for less involved social groups, is to incorporate game-like elements. This research investigates the influence of demographical variables on participati… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
6
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
3

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(6 citation statements)
references
References 48 publications
(77 reference statements)
0
6
0
Order By: Relevance
“…Moreover, there was a lack of DSSs with a community design focus that would allow users to interact with and augment the private and public green spaces in their neighborhoods. The implementation of Utilizing technology (VR or augmented GAME4CITY reality [AR]) Ikigailand (Bhardwaj et al, 2020) Facilitating community discussions Community Circles (Thiel et al, 2019) Promoting continued engagement Land.Info Rewards-based incentives Cool Choices (Ro et al, 2017) Diversity of participants Global Sustainability Crossroads (Capellán-Pérez et al, 2019) Education Socialized learning GAIA Challenge (Mylonas, Hofstaetter, et al, 2021;Mylonas, Paganelli, et al, 2021) Providing players with informed Maladaptation Game (Asplund et al,…”
Section: Resultsmentioning
confidence: 99%
“…Moreover, there was a lack of DSSs with a community design focus that would allow users to interact with and augment the private and public green spaces in their neighborhoods. The implementation of Utilizing technology (VR or augmented GAME4CITY reality [AR]) Ikigailand (Bhardwaj et al, 2020) Facilitating community discussions Community Circles (Thiel et al, 2019) Promoting continued engagement Land.Info Rewards-based incentives Cool Choices (Ro et al, 2017) Diversity of participants Global Sustainability Crossroads (Capellán-Pérez et al, 2019) Education Socialized learning GAIA Challenge (Mylonas, Hofstaetter, et al, 2021;Mylonas, Paganelli, et al, 2021) Providing players with informed Maladaptation Game (Asplund et al,…”
Section: Resultsmentioning
confidence: 99%
“…Feedback is also highlighted as one of the key motivational factors for CS projects [43,[46][47][48][49][50][51][52][53]56,57,[61][62][63][64][65][66][67][68][69][70][71][72][73][74][75][76]. Feedback could be provided to users in many forms such as impromptu acknowledgement of the report or data, status or updates on the issues or reports, the outcome of the report or data, how the data are being used, how useful have the data been and how their contribution affected the cause, services or research as part of a CS project [26].…”
Section: Feedbackmentioning
confidence: 99%
“…For citizens' engagement, being part of a community is very important and the project platform must aim to make the participant feel integral to a community [55]. It plays a vital role in driving motivation in any intended local issues and causes [28][29][30]46,57,61,68,69].…”
Section: Sense Of Communitymentioning
confidence: 99%
See 2 more Smart Citations