Combining a Gamified Civic Engagement Platform with a Digital Game in a Loosely Way to Increase Retention

Renny S. N. Lindberg, J. Maushagen, Olga De Troyer
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引用次数: 1

Abstract

In this article we discuss an innovative approach to tackle the retention problem in civic engagement systems, more in particular in the context of care taking of elderly. The proposed solution is to complement a gamified civic engagement platform with an entertainment game but in such a way that the two are only loosely coupled. The civic engagement platform is a location-based card environment that allows to connect people who might be in need of assistance (i.e. elderly) with people willing to spend their time to help (i.e. volunteers). By helping people the volunteers collect cards, which can be used in the game to play. Special is that we do not expect that the volunteers will be the one playing the game. On the contrary, the aim is to create a self-feeding network between two groups of users: on the one hand the volunteers and on the other hand gamers. We hope that the gamers will stimulate the volunteers to collect cards and that in this way we can retain the volunteers for longer periods. Currently, the approach is being implemented for the case of assisting elderly, but the principle is also applicable in other domains of civic engagement. The paper discusses the research goals and problems, the research approach, as well as the current state and future work.
将游戏化的公民参与平台与数字游戏结合起来以提高留存率
在本文中,我们讨论了一种创新的方法来解决公民参与系统中的保留问题,特别是在照顾老年人的背景下。建议的解决方案是用娱乐游戏来补充游戏化的公民参与平台,但以这种方式,两者只能松散地结合在一起。公民参与平台是一个基于位置的卡片环境,可以将可能需要帮助的人(如老年人)与愿意花时间帮助的人(如志愿者)联系起来。志愿者通过帮助人们收集卡片,这些卡片可以在游戏中使用。特别的是,我们不期望志愿者会成为玩游戏的人。相反,我们的目标是在两组用户之间创建一个自我滋养的网络:一组是志愿者,另一组是玩家。我们希望玩家能够刺激志愿者收集卡片,这样我们就可以留住志愿者更长的时间。目前,这一做法是在协助老年人的情况下实施的,但这一原则也适用于公民参与的其他领域。本文论述了研究目标与问题、研究方法、研究现状及今后的工作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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