Inclusive Gamified Participation: Who are we inviting and who becomes engaged? Thiel, Sarah-Kristin Reisinger, Michaela Röderer, Kathrin Baldauf, Matthias 2019-01-03T00:12:26Z 2019-01-03T00:12:26Z 2019-01-08
dc.description.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.
dc.format.extent 10 pages
dc.identifier.doi 10.24251/HICSS.2019.380
dc.identifier.isbn 978-0-9981331-2-6
dc.language.iso eng
dc.relation.ispartof Proceedings of the 52nd Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.subject Government Services: Innovation, Strategy and Assessment
dc.subject Digital Government
dc.subject e-participation, gamification, generational divide, inclusiveness
dc.title Inclusive Gamified Participation: Who are we inviting and who becomes engaged?
dc.type Conference Paper
dc.type.dcmi Text
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