Gameful civic engagement: A review of the literature on gamification of e-participation

dc.contributor.authorLobna Hassan
dc.contributor.authorJuho Hamari
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code2602214
dc.converis.publication-id47271852
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/47271852
dc.date.accessioned2022-10-28T13:36:42Z
dc.date.available2022-10-28T13:36:42Z
dc.description.abstract<p>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.<br /></p>
dc.identifier.eissn1872-9517
dc.identifier.jour-issn0740-624X
dc.identifier.olddbid183094
dc.identifier.oldhandle10024/166188
dc.identifier.urihttps://www.utupub.fi/handle/11111/40423
dc.identifier.urlhttps://doi.org/10.1016/j.giq.2020.101461
dc.identifier.urnURN:NBN:fi-fe2021042822527
dc.language.isoen
dc.okm.affiliatedauthorHassan, Lobna
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA2 Scientific Article
dc.publisherElsevier Ltd
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.doi10.1016/j.giq.2020.101461
dc.relation.ispartofjournalGovernment Information Quarterly
dc.relation.issue3
dc.relation.volume37
dc.source.identifierhttps://www.utupub.fi/handle/10024/166188
dc.titleGameful civic engagement: A review of the literature on gamification of e-participation
dc.year.issued2020

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