严肃的游戏提供机会,使公民参与和参与电子政务服务

Alsanossi M. Ahmed, Q. Mehdi, R. Moreton, Adel Said Elmaghraby
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引用次数: 10

摘要

严肃游戏是指电子游戏,主要不是为了娱乐,而是为了教育、培训、健康、军事、政治、广告和商业等目的而设计的。在发展中国家,由于有限的信息技术知识、用户体验和信任问题,政府和公民之间通过电子渠道(即电子政务)进行沟通以提供服务是困难的。严肃游戏可以通过帮助用户扩展他们关于服务利益、隐私和安全的个人知识,潜在地提高公民对电子服务的参与度。本文的主要目的是研究扩展的技术接受模型(TAM)和可信度模型(TM)在多大程度上促进了电子政务服务中严肃游戏的使用,并赋予公民参与和参与的权力。在本研究中,我们从感知有用性和感知易用性,以及互联网和政府对TM的信任的增加来分析严肃游戏的好处,以形成影响公民采用电子政务举措的因素的概念模型。该模式提供了一种新的方式来帮助政府提高公民对其在线服务的参与度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Serious games providing opportunities to empower citizen engagement and participation in e-government services
Serious games are electronic games designed not primarily for entertainment but for purposes such as education, training, health, military, politics, advertising and business. Communication between governments and citizens via electronic channels (i.e. e-government)to deliver services is difficult in developing countries due to limited IT knowledge, user experience and trust issues. Serious games can potentially improve citizen engagement in e-services by helping users expand their personal knowledge regarding services benefits, privacy and security. The main purpose of this paper is to investigate the extent to which an extended Technology Acceptance Model (TAM) and Trustworthiness Model (TM) facilitate the use of serious games in e-government services and empower citizen engagement and participation. In this research, the benefits of serious games are assayed in terms of perceived usefulness and perceived ease of use in TAM, as well as increased Internet and government trust in TM to form a conceptual model of factors that influence citizen adoption of e-government initiatives. The model provides a new way to assist governments in increasing citizens' engagement of their online services.
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