What is the status and the challange of of eParticipation? It seems the engagement rate has not been increased and the challanges are to activate and engage the people to long-term participation. Gamification can encourage and increase the usage of different systems. Different groups can be attracted through gamification, like young or less interested people. But do we want to gamifiy democracy? The critique is, that it is not a bridge builder for everybody. The clue is to have different strategies e.g. challanges, incentives and point systems to increase eParticipation. Even if game aspects are not "reaching" everybody they can serve as additional motivatians.
#CeDem16: Review of gamified eparticipation - Thiel
1. A Review of Introducing Game
Elements to e-Participation
E-Democracy and E-Participation Session
Sarah-Kristin Thiel
Technology Experience, Innovation Systems, AIT
3. Status of e-Participation
Low impact (?)
Despite many diverse efforts in e-participation, the overall (political)
engagement rate has not been inrecreased (yet)
Many possible reasons, among them:
Mistrust
Perceived low efficacy
Digital Divide
Ignorance
Lack of motivation
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6. Challenges of e-Participation
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Activation Engaging dialogue
Long-term
participation
? Motivation ?
Hypothesis
“Introducing game elements in e-participation platforms encourages
citizens to contribute to decision-making processes.”
8. Gamification
Definition
“use of game design elements in non-game contexts” (Deterding et al, 2011)
Goal
Encourage a desired type of behaviour (Flatla et al, 2011)
Increase the usage of systems (Zichermann & Cunningham, 2011)
Application areas
Education
Business
Transport
Sustainability
Research
…
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9. Examples of game elements
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Classifier Game elements
Achievement e.g., badges, points
Status e.g., levels
Expression e.g., spaces for open creativity
Feedback e.g., notifications
Personalization e.g., profiles, avatars
Challenge e.g., missions, quests
Competition e.g., leaderboards, highscore
Scarcity e.g., time contraint
11. Gamified Participation
Definition
The use of game-inspired elements in public engagement tools with the objective
to increase the level of participation
Need for gamified participation
in participatory processes only the usual suspects engage:
• intrinsically interested
• Higher-educated
• Middle-aged
Games (or aspects of those) can encourage other groups
• Young people
• Less interested
Curiosity or/and game affinity as bridge-builder
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12. Gamified Participation
Critique
Not a bridge-builder for all citizens
Some might be alienated by incorporated game aspects
Do we put off the same amount of people that we gain?
Is it appropriate to gamify democracy?
Incentives & public participation / democracy an Oxymoron?
Should public participation be incentivized?
Is it ethical to offer rewards (in this context)?
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22. Love your city! (Stembert et al., 2013)
Mobile interactive platform to propose and shape plans utilizing virtual reality
Aims to help establish a more direct communication between citizens and
authority
Three participation paths:
addressing
co-creation
organisation
Used game-elements:
Emotions
Fading date
Heart points
Profile
Statistics
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23. B3- Design your marketplace! (Poplin, 2014)
Reflects a real-world case (Hamburg, Germany)
Category: serious game
Aims to provide a „playful“ digital environment for urban planning
Game elements used:
Marketplace configurator
Design ranking
Top designs
Little helper
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Findings:
Young participants appriciated
game elements, elderly
participants did not reflect on
them in detail
24. Täsä (Thiel & Lehner, 2015)
mobile participation platform
Based on the participatory sourcing approach
Allows citizens to propose ideas, point out issues and
discuss topics among each other and with city officials
Game elements used:
Missions
Points
Progress
Leaderboard
Reputation
Lifetime
Profile
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25. Conclusion
Existing approaches focus on reward-based gamification (i.e. badges,
leaderboards, achievements) thus building on comparison and competition
as motivating mechanism
No in-depth analyses of the effects of gamification on participation so far
Game elements accepted in related domains (e.g., citizen science)
Some users appreciate the inclusion of game elements
Preliminary insights
Game aspects may serve as additional (initial) motivation
Long-term effects remain to be investigated
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