Inclusive Gamified Participation: Who are we inviting and who becomes engaged?

Loading...
Thumbnail Image

Contributor

Advisor

Editor

Performer

Department

Instructor

Depositor

Speaker

Researcher

Consultant

Interviewer

Interviewee

Narrator

Transcriber

Annotator

Journal Title

Journal ISSN

Volume Title

Publisher

Journal Name

Volume

Number/Issue

Starting Page

Ending Page

Alternative Title

Abstract

Recent evaluations have shown that up until now, e-participation platforms have not been very effective in involving citizens in public decision-making. This is partly due to these novel forms of engagement not seeming to reach citizens beyond the "usual suspects" of public participation. A trending approach to make these platforms more attractive, especially for less involved social groups, is to incorporate game-like elements. This research investigates the influence of demographical variables on participation and motivation when using a mobile gamified participation application. Our results show that participation was affected by age. The data further suggests that youth is both interested in urban planning and welcomes mobile participation forms, whereas older individuals feel less invited by novel technologies and engage less. Yet, older individuals and those less enthusiastic about games were not entirely put off by the included game elements.

Description

Citation

Extent

10 pages

Format

Type

Conference Paper

Geographic Location

Time Period

Related To

Proceedings of the 52nd Hawaii International Conference on System Sciences

Related To (URI)

Table of Contents

Rights

Attribution-NonCommercial-NoDerivatives 4.0 International

Rights Holder

Catalog Record

Local Contexts

Email libraryada-l@lists.hawaii.edu if you need this content in ADA-compliant format.