A Review of Introducing Game Elements to e-Participation

Sarah-Kristin Thiel
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引用次数: 32

Abstract

In light of a disturbingly low political participation, governments around the world try novel approaches to re-encourage citizens to make use of their democratic rights. A currently popular strategy is the implementation of digital participation platforms. Since the emergence of these tools, a true success has yet to be confirmed. One attempt to increase the usage of digital participation tools and therefore eventually also the overall level of public participation, is the incorporation of game-related elements. This paper reviews recent academic projects concerning gamified participation tools and reports on preliminary results. Overall, it should not be assumed that gamification works similar in all domains, different user groups react different to game aspects and some elements might even be harmful towards the overall objective. Therefore, it is important to analyze one's context and target groups before turning to gamification. Moreover, game elements need to be chosen carefully and situated in the context.
电子参与中引入游戏元素述评
鉴于令人不安的低政治参与度,世界各国政府尝试新的方法来重新鼓励公民利用他们的民主权利。目前流行的策略是实施数字参与平台。自从这些工具出现以来,真正的成功还有待证实。增加数字参与工具的使用,从而最终提高公众参与的整体水平的一种尝试是结合与游戏相关的元素。本文回顾了近年来有关游戏化参与工具的学术项目,并报告了初步结果。总的来说,我们不应该假设游戏化在所有领域都是相似的,不同的用户群体对游戏方面的反应是不同的,有些元素甚至可能对整体目标有害。因此,在转向游戏化之前,分析情境和目标群体是很重要的。此外,游戏元素需要谨慎选择并置于情境中。
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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