公共服务供给中的游戏化:研究需求调查

Alexander Ronzhyn, M. Wimmer, G. Pereira, C. Alexopoulos
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引用次数: 4

摘要

公共部门越来越多地使用颠覆性技术,推动了数字政府发展的下一个阶段:政府3.0。这一新阶段的特点是侧重于数据驱动和基于证据的决策和政策制定,并在此部署颠覆性技术。与此同时,公民和其他利益攸关方参与数据提供和共同创造仍然至关重要。增加公民参与的一种方法是将游戏化元素引入数字政府服务。在本文中,作者回顾了有关游戏化作为提高政府3.0中公民参与率的工具的文献和项目。在此基础上,概述了该领域进一步研究的途径,考虑到a)从最近欧盟资助的涉及游戏化的项目中收集的知识和b)该领域专家的意见,这些意见是在互动研讨会上收集的。最后,确定并概述了数字政府游戏化的五个研究需求。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification in Public Service Provisioning: Investigation of Research Needs
The increasing use of disruptive technologies in the public sector pushes toward the next stage of the digital government evolution: Government 3.0. This new stage is characterised by the focus on data-driven and evidence-based decision and policy making, where disruptive technologies are deployed. Along this, the engagement of citizens and other stakeholders both in data provision and co-creation continues to be crucial. One way to increase citizen participation is through the introduction of gamification elements into the digital government services. In this paper, the authors review literature and projects on gamification as a tool for improving citizen participation rates in Government 3.0. Based on this, avenues for further research are outlined in the area, taking into consideration a) the knowledge collected from recent EU-funded projects involving gamification and b) the opinions of experts in the domain, which were collected along interactive workshops. Finally, five research needs are identified and outlined for gamification in digital government.
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