“…Government involvement is nonetheless essential by nature in this research stream and hence some researchers often simulated a governmental presence on the gamified tools they were evaluating [20,74,75,76]. Nonetheless, governmental presence in research is still observed [4,8,9,11,38,53,68,71]. In fact, although such reports are rare, some of the research has led to actual policy implementations [69].…”
Section: Findings and Discussionmentioning
confidence: 99%
“…Urban planning [4,18,20,24,36,48,53,54,74,75,77] 11 Agenda setting [8, 9, 53, 55, 69, 75] 6 Crowd sensing [5,13,17,42,47,63,69,71,72,87] 10 Analysis [8, 9, Depending on their personality, users might react to idea-based competitive designs by cooperating more with each other on getting the best ideas to win the competition, fueling positive engagement, or they might still engage in negative competitive behavior amongst each other [64]. There is hence, at least a possibility for cooperative, group advancing behavior to emerge within the competition, making such ideabased competitive designs worthy of further refinement and investigation.…”
Section: Findings and Discussionmentioning
confidence: 99%
“…The majority of reviewed research does report on psychological outcomes from gamification in terms of experiences (or lack thereof) of gamefulness, motivation or enjoyment to name a few [4,8,9,20,22,23,35,39,62,63,64,74,75,76,77,78,87]. Nonetheless, research is observed to pay little attention to reporting the psychological outcomes of gamification [31,35,48,53,61,69,70,80] which is problematic as positive psychological experiences from gamification are a precursor for its success in terms of inducing a behavioral change [27] such as engagement with policy-making. Most of the conducted evaluations of research involving gamification implementations are quantitative (Table 3).…”
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 eparticipation. 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 eparticipation, providing directions for future research in this area.
“…Government involvement is nonetheless essential by nature in this research stream and hence some researchers often simulated a governmental presence on the gamified tools they were evaluating [20,74,75,76]. Nonetheless, governmental presence in research is still observed [4,8,9,11,38,53,68,71]. In fact, although such reports are rare, some of the research has led to actual policy implementations [69].…”
Section: Findings and Discussionmentioning
confidence: 99%
“…Urban planning [4,18,20,24,36,48,53,54,74,75,77] 11 Agenda setting [8, 9, 53, 55, 69, 75] 6 Crowd sensing [5,13,17,42,47,63,69,71,72,87] 10 Analysis [8, 9, Depending on their personality, users might react to idea-based competitive designs by cooperating more with each other on getting the best ideas to win the competition, fueling positive engagement, or they might still engage in negative competitive behavior amongst each other [64]. There is hence, at least a possibility for cooperative, group advancing behavior to emerge within the competition, making such ideabased competitive designs worthy of further refinement and investigation.…”
Section: Findings and Discussionmentioning
confidence: 99%
“…The majority of reviewed research does report on psychological outcomes from gamification in terms of experiences (or lack thereof) of gamefulness, motivation or enjoyment to name a few [4,8,9,20,22,23,35,39,62,63,64,74,75,76,77,78,87]. Nonetheless, research is observed to pay little attention to reporting the psychological outcomes of gamification [31,35,48,53,61,69,70,80] which is problematic as positive psychological experiences from gamification are a precursor for its success in terms of inducing a behavioral change [27] such as engagement with policy-making. Most of the conducted evaluations of research involving gamification implementations are quantitative (Table 3).…”
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 eparticipation. 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 eparticipation, providing directions for future research in this area.
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