![]() It has many applications in different fields and has been shown to be a good design methodology to influence motivation and behavioral change. The reasons online technologies were introduced to civic life were to keep up to speed with modern societies, and to increase the efficiency and speed of civic activities (Gordon et al., 2014 Macintosh, 2004 Phang & Kankanhalli, 2008 Sánchez-Nielsen & Lee, 2013 Supendi & Prihatmanto, 2015).īackground.Gamification is concerned with the utilization of motivational affordances that create value-adding experience in the design of services. Online and offline civic engagement platforms provide citizens with tools for interaction and collaboration amongst themselves, through which they are able to positively impact their community and its governance (Abdelghaffar & Sameer, 2013 Adler & Goggin, 2005 Lee & Kim, 2014 Sánchez-Nielsen & Lee, 2013 Sano et al., 2012 Swezey et al., 2012). The practice of introducing Information and Communication Technologies (ICTs) to civic life can be observed in most forms of governance that intend to improve democracy, and enhance its perceived legitimacy and improve the outcomes of its decision making (Alharbi et al., 2016 Coronado Escobar & Vasquez Urriago, 2014 Macintosh, 2004 Phang & Kankanhalli, 2008 Rothschild, 2016 Sameer & Abdelghaffar, 2015 Sanchez-Nielsen & Lee, 2013 Swezey et al. You can read more guidance on FOCUS here.
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