GAMIFICATION POSSIBILITY USE FOR THE DEVELOPMENT OF POPULATION CIVIL ACTIVITY PLATFORMS

Autores

  • Olga V. Rogach Candidate of sociological sciences, assistant professor at the Department of Management and Administration
  • Elena V. Frolova Doctor of sociological sciences, professor of the Department of Management and Administration.
  • Tatyana M. Ryabova Candidate of sociological sciences, assistant professor at the Department of Management and Administration
  • Valeriy V. Bondaletov Candidate of sociological sciences, assistant professor of the Institut innovatsionnykh tekhnologiy i gosudarstvennogo upravleniya
  • Andrey V. Prokhorov Candidate of philology, associate professor at the management, marketing and advertising department; Head, The Centre of Educational Services Marketing, Derzhavin Tambov State University

DOI:

https://doi.org/10.22478/ufpb.2179-7137.2019v8n7.49996

Palavras-chave:

civil activity, civil platforms, gamification, social activity, gaming techniques

Resumo

The authors conducted the study of electronic referendum system of the Moscow government "Active Citizen" in order to determine the possibilities of gamification use on the platforms for civil participation, the influence of game mechanics on the civic activity of Russians. The methods of research were the following ones: qualitative analysis of "Active citizen" user feedback, presented on the official Internet portal, as well as user interviews (N = 30). The interview allowed to reveal the motivational attitudes of the respondents' representation on the platform "Active citizen", to evaluate the key parameters of the civil activity platform functioning and the elements of gamification. The result of the study determined that the civil platform creates an opportunity to discuss some important issues for the city. However, with the observation of democratic procedure appearance, there is the substitution of real participation in the state management for the possibility of discussion. The performed study showed the ambivalent nature of gamification use. The respondents demonstrate the polarity of gaming method perception during their transfer to civil platforms: for some participants the possibility of score accumulation is a pleasant bonus to the opportunity to take part in urban problem solution, while it becomes an aim for others and an opportunity to increase one's self-esteem. According to public opinion, the system of electronic referendums of the Moscow government "Active Citizen" will not reduce the demand in the long term

Downloads

Não há dados estatísticos.

Referências

Adler R.P. & Goggin J. (2005) What do we mean by “civic engagement.” Journal of Transformative Education, 3(3), 236-253.

Alharbi, A., Kang, K., & Hawryszkiewycz, I. (2016). The influence of trust and subjective norms on citizens intentions to engage in E-participation on E-government Websites. arXiv preprint arXiv:1606.00746.

Asquer, A. (2014). Not just videogames: Gamification and its potential application to public services. In Digital public administration and E-government in developing nations: Policy and practice, edited by E. F. Halpin. IGI Global, in press.

Bista S.K., Nepal S., Paris C. & Colineau N. (2014). Gamification for online communities: A case study for delivering government services. International Journal of Cooperative Information Systems, 23, 1441002.

Bondaletov, V.V. (2015) Evolution of self-organization ideas. // Sotsiologicheskie Issledovaniya. January (3), S. 132-139.

Bondaletov, V.V. et al. (2017) Public evaluation of police activities. // Sotsiologicheskie Issledovaniya. № 4, S. 52-59

Coronado Escobar, J. E., & Vasquez Urriago, A. R. (2014, October). Gamification: An effective mechanism to promote civic engagement and generate trust? In Proceedings of the 8th International Conference on Theory and Practice of Electronic Governance (pp. 514-515). Guimaraes, Portugal: ACM.

Eränpalo, T. (2014). Exploring young people’s civic identities through gamification: A case study of Finnish, Swedish and Norwegian adolescents playing a social simulation game. Citizenship, Social & Economics Education, 13(2), 104-120.

Frolova E.V., Ryabova T.M., Rogach O.V. Bureaucrat image in Russia. Journal of Advanced Research in Law and Economics Volume VIII, Issue 3(25), Summer 2017, pp.52-59

Gordon E., Walter S. & Suarez P. (2014). Engagement games: A case for designing games to facilitate real-world action. Boston, MA: EGL. Retrieved from http://engagementgamelab .org/pdfs/engagement-gameguide.pd

Grishin A.A., Sachkov V.E. (2015) Introduction psycho social network analysis. Herald of MSTU MIREA, №4 (9) Vol 1. ( December 2015, Issue 9 ) pp.198-205.

Huotari, K., & Hamari, J. (2016). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets, 1-11.

Jin, X. L., Zhou, Z., Lee, M. K., & Cheung, C. M. (2013). Why users keep answering questions in online question answering communities: A theoretical and empirical investigation. International Journal of Information Management, 33(1), 93-104.

Karagiorgas D.N., Niemann S. (2017) Gamification and Game-Based Learning Journal of Educational Technology Systems Vol 45, Issue 4, pp. 499 - 519 https://doi.org/10.1177/0047239516665105

Komito, L. (2005). e-Participation and governance: Widening the net. The Electronic Journal of e-Government, 3(1), 39-48.

Köhler J. (2013) Globalization and Sustainable Development: Case Study on International Transport and Sustainable Development. The Journal of Environment & Development. Vol 23, Issue 1, pp. 66 - 100 https://doi.org/10.1177/1070496513507260

Lee J. & Kim S. (2014, January). Active citizen e-participation in local governance: Do individual social capital and e-participation management matter? In 2014 47th Hawaii International Conference on System Sciences (HICSS) (pp. 2044-2053). Hawaii, USA: IEEE.

Lobna Hassan. Governments Should Play Games: Towards a Framework for the Gamification of Civic Engagement Platforms. Simulation & Gaming 2017, Vol. 48(2) 249 –267. DOI: 10.1177/1046878116683581

Medvedeva N.V., Rogach O.V., Ryabova T.M., Frolova E.V. Analysis of institutional limitations of forming and developing social partnership in the modern Russia. Espacios. 2017. Т. 38. № 49. С. 4.

Phang, C. W., & Kankanhalli, A. (2008). A framework of ICT exploitation for e-participation initiatives. Communications of the ACM, 51(12), 128-132.
Plisova A.A. (2017) The Organization of Information Interaction with the Students Within the Educational Environment of the University. Scientific notes of the Russian State Social University. Т. 16 No 6 (145). Р. 124-131

Pogosyan V.G. (2018) Self-Organization of the Social System: Basic Methodological Approaches. Social Policy and Sociology. Т. 17. № 1 (126). Р. 77-84.

Rogach O.V., Ryabova T.M., Frolova E.V., Evstratova T.A., Kozyrev M.S. Social and psychological climate in state authorities. Espacios. 2018. Т. 39. № 11. С. 19-28.

Rubinstein A. Y. Elements of the general theory of the mixed economy defects. Public Administration Issues, no 1, pp. 71–102

Sameer L. & Abdelghaffar H. (2015, June). The use of social networks in enhancing e-rulemaking. Proceedings of the 15th European Conference on E-Government. Portsmouth, UK.

Sánchez-Nielsen, E., & Lee, D. (2013, January). eParticipation in practice in Europe: The case of “puzzled by policy: Helping you be part of EU.” In 2013 46th Hawaii International Conference on System Sciences (HICSS) (pp. 1870-1879). Hawaii, USA: IEEE.

Skorodumova O.B., Melikov I.M. New Trends in Social Management of Information Society. Т. 16 No 6 (125). Р. 150-156

Swezey, R. M., Sano, H., Hirata, N., Shiramatsu, S., Ozono, T., & Shintani, T. (2012, August). An e-participation support system for regional communities based on linked open data, classification and clustering. In 2012 IEEE 11th International Conference on Cognitive Informatics & Cognitive Computing (ICCI* CC) (pp. 211-218). Kyoto, Japan: IEEE.

Veltsos J. R. (2017) Gamification in the Business Communication Course Business and Professional Communication Quarterly Vol 80, Issue 2, pp. 194 - 216 https://doi.org/10.1177/2329490616676576

Zuckerman, O., & Gal-Oz, A. (2014). Deconstructing gamification: Evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Personal and Ubiquitous Computing, 18(7), 1705-1719

Publicado

2019-12-24

Como Citar

V. ROGACH, O. .; V. FROLOVA, E. .; M. RYABOVA, T. .; V. BONDALETOV, V. .; V. PROKHOROV, A. . GAMIFICATION POSSIBILITY USE FOR THE DEVELOPMENT OF POPULATION CIVIL ACTIVITY PLATFORMS. Gênero & Direito, [S. l.], v. 8, n. 7, 2019. DOI: 10.22478/ufpb.2179-7137.2019v8n7.49996. Disponível em: https://periodicos.ufpb.br/index.php/ged/article/view/49996. Acesso em: 19 abr. 2024.

Edição

Seção

Seção Livre