游戏化可能用于人口民间活动平台的开发

O. Rogach, E. Frolova, T. Ryabova, Valeriy V. Bondaletov, A. Prokhorov
{"title":"游戏化可能用于人口民间活动平台的开发","authors":"O. Rogach, E. Frolova, T. Ryabova, Valeriy V. Bondaletov, A. Prokhorov","doi":"10.22478/ufpb.2179-7137.2019v8n7.49996","DOIUrl":null,"url":null,"abstract":"The authors conducted the study of electronic referendum system of the Moscow government \"Active Citizen\" in order to determine the possibilities of gamification use on the platforms for civil participation, the influence of game mechanics on the civic activity of Russians. The methods of research were the following ones: qualitative analysis of \"Active citizen\" user feedback, presented on the official Internet portal, as well as user interviews (N = 30). The interview allowed to reveal the motivational attitudes of the respondents' representation on the platform \"Active citizen\", to evaluate the key parameters of the civil activity platform functioning and the elements of gamification. The result of the study determined that the civil platform creates an opportunity to discuss some important issues for the city. However, with the observation of democratic procedure appearance, there is the substitution of real participation in the state management for the possibility of discussion. The performed study showed the ambivalent nature of gamification use. The respondents demonstrate the polarity of gaming method perception during their transfer to civil platforms: for some participants the possibility of score accumulation is a pleasant bonus to the opportunity to take part in urban problem solution, while it becomes an aim for others and an opportunity to increase one's self-esteem. According to public opinion, the system of electronic referendums of the Moscow government \"Active Citizen\" will not reduce the demand in the long term","PeriodicalId":425856,"journal":{"name":"Gênero & Direito","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"GAMIFICATION POSSIBILITY USE FOR THE DEVELOPMENT OF POPULATION CIVIL ACTIVITY PLATFORMS\",\"authors\":\"O. Rogach, E. Frolova, T. Ryabova, Valeriy V. Bondaletov, A. Prokhorov\",\"doi\":\"10.22478/ufpb.2179-7137.2019v8n7.49996\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The authors conducted the study of electronic referendum system of the Moscow government \\\"Active Citizen\\\" in order to determine the possibilities of gamification use on the platforms for civil participation, the influence of game mechanics on the civic activity of Russians. The methods of research were the following ones: qualitative analysis of \\\"Active citizen\\\" user feedback, presented on the official Internet portal, as well as user interviews (N = 30). The interview allowed to reveal the motivational attitudes of the respondents' representation on the platform \\\"Active citizen\\\", to evaluate the key parameters of the civil activity platform functioning and the elements of gamification. The result of the study determined that the civil platform creates an opportunity to discuss some important issues for the city. However, with the observation of democratic procedure appearance, there is the substitution of real participation in the state management for the possibility of discussion. The performed study showed the ambivalent nature of gamification use. The respondents demonstrate the polarity of gaming method perception during their transfer to civil platforms: for some participants the possibility of score accumulation is a pleasant bonus to the opportunity to take part in urban problem solution, while it becomes an aim for others and an opportunity to increase one's self-esteem. According to public opinion, the system of electronic referendums of the Moscow government \\\"Active Citizen\\\" will not reduce the demand in the long term\",\"PeriodicalId\":425856,\"journal\":{\"name\":\"Gênero & Direito\",\"volume\":\"20 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-12-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Gênero & Direito\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.22478/ufpb.2179-7137.2019v8n7.49996\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Gênero & Direito","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22478/ufpb.2179-7137.2019v8n7.49996","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

作者对莫斯科政府“积极公民”的电子公民投票系统进行了研究,以确定在公民参与平台上使用游戏化的可能性,以及游戏机制对俄罗斯公民活动的影响。研究方法:对官方门户网站上的“活跃公民”用户反馈进行定性分析,并对用户进行访谈(N = 30)。访谈旨在揭示受访者在“活跃公民”平台上的表现动机态度,评估公民活动平台功能的关键参数和游戏化要素。研究结果确定,民用平台为讨论城市的一些重要问题创造了机会。然而,随着民主程序出现的观察,实际参与国家管理取代了讨论的可能性。进行的研究显示了游戏化使用的矛盾本质。受访者在迁移到民间平台的过程中表现出了对游戏方法感知的极性:对于一些参与者来说,积分积累的可能性是参与解决城市问题的一个愉快的奖励,而对于其他人来说,这成为了一个目标,也是一个增加自尊的机会。根据舆论,莫斯科政府“积极公民”的电子公投系统不会减少长期的需求
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GAMIFICATION POSSIBILITY USE FOR THE DEVELOPMENT OF POPULATION CIVIL ACTIVITY PLATFORMS
The authors conducted the study of electronic referendum system of the Moscow government "Active Citizen" in order to determine the possibilities of gamification use on the platforms for civil participation, the influence of game mechanics on the civic activity of Russians. The methods of research were the following ones: qualitative analysis of "Active citizen" user feedback, presented on the official Internet portal, as well as user interviews (N = 30). The interview allowed to reveal the motivational attitudes of the respondents' representation on the platform "Active citizen", to evaluate the key parameters of the civil activity platform functioning and the elements of gamification. The result of the study determined that the civil platform creates an opportunity to discuss some important issues for the city. However, with the observation of democratic procedure appearance, there is the substitution of real participation in the state management for the possibility of discussion. The performed study showed the ambivalent nature of gamification use. The respondents demonstrate the polarity of gaming method perception during their transfer to civil platforms: for some participants the possibility of score accumulation is a pleasant bonus to the opportunity to take part in urban problem solution, while it becomes an aim for others and an opportunity to increase one's self-esteem. According to public opinion, the system of electronic referendums of the Moscow government "Active Citizen" will not reduce the demand in the long term
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信