Why so serious? The Role of Gamification on Motivation and Engagement in e-Participation




Sarah-Kristin Thiel, Titiana Petra Ertiö, Matthias Baldauf

PublisherIaD School/ University of Rome "Tor Vergata"

Rome

2017

Id&a interaction design & architecture(s)

35

158

181

24

1826-9745

2283-2998

http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/35_8.pdf



Since the emergence of e-participation platforms, an increase of public participation has not yet been documented. Recently practitioners and researchers have begun to explore the applicability of gamification in the hope to promote the usage of e-participation services. Gamification has been proven partially successful in several domains, but is only emerging in public participation. This work provides insights on whether game components can promote public participation. We report on the evaluation of a gamified mobile participation application in a field trial that took place in Turku, Finland over a period of five months. We focus on whether specific factors (internal & external) can be used to predict active participation. Our results indicate that citizens are primarily motivated by genuine interest in urban planning. Although gamification had little influence, it did add to some users' motivation. The approach did, however, not succeed in engaging new groups. 



Last updated on 2024-26-11 at 22:43