The Gamification of Civic Participation: Two Experiments in Improving the Skills of Citizens to Reflect Collectively on Spatial Issues

The Gamification of Civic Participation: Two Experiments in Improving the Skills of Citizens to Reflect Collectively on Spatial Issues
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DOI:
10.1080/10630732.2015.1102419
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发表时间:
2016-01-01
影响因子:
4.8
通讯作者:
Sofronie, Simona
Sofronie, Simona
中科院分区:
经济学3区
文献类型:
--
作者:
Devisch, Oswald;Poplin, Alenka;Sofronie, Simona

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被引文献

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为了使公民参与导致可持续的公民参与,参与者需要经历一个集体反思的过程。游戏已经被提出作为支持这一过程的工具。互联网、移动的通信设备和传感技术的商业化促使游戏、游戏化环境和游戏体验的开发和使用大幅增加,以至于学者们谈到了社会的游戏化。本文的目标是研究游戏化的潜力,以提高公民的技能,集体反映在他们的日常环境中的空间问题。本文介绍了两个游戏化实验; B3-设计你的市场!治愈校园它讨论了他们在多大程度上支持集体反思,集体反思作为一个过程,在此过程中,玩家被触发(1)观察他们的环境;(2)对他们的观察进行分类;(3)构建这些类别。分析了基于这两个案例所获得的初步结果,并讨论了其局限性和进一步的研究方向。
For civic participation to lead to sustainable civic engagement, participants need to go through a process of collective reflection. Games have been put forward as tools to support this process. The commercialization of the Internet, mobile communication devices, and sensing technologies precipitated a substantial increase in the development and use of games, gamified environments, and playful experiences, to the extent that scholars speak of the gamification of society. The goal of this paper is to investigate the potential of gamification to improve the skills of citizens to reflect collectively on spatial issues in their daily environment. The paper presents two gamification experiments; B3-Design your Marketplace! and Cure for the Campus. It discusses the extent to which they support collective reflection operationalized as a process during which the players are triggered to (1) observe their environment; (2) categorize their observations; and (3) structure these categories. It analyzes the first results gained based on these two cases and discusses their limitations and further research directions.