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GAMIFICATION OF PLATFORMS FOR PUBLIC PARTICIPATION OF CITIZENS IN PUBLIC ADMINISTRATION

Irina Pogodina and Danila Avdeev

Public administration issues, 2020, issue 4, 84-110

Abstract: Gamification is a promising approach to stimulate active citizen participation in public administration. It allows introducing game elements into non-game contexts. With the development of technology and the use of public participation platforms, new opportunities have emerged for the development of gamification elements. The number of electronic platforms equipped with the elements of gamification is gradually increasing in Russia. At the same time, there are no studies aimed at identifying and systematizing (classifying) the elements of the gamification in use. The article attempts to fill this gap. The purpose of this study is to systematize the elements of gamification, the use of which is possible on the public participation platforms. The authors analyzed the functionality of nine electronic platforms for public participation in Russia to determine the elements of gamification used. Based on this analysis, two groups of ratings were suggested: the first, one is the rating applied gamification elements (by frequency of use) and another one is the rating of public participation platforms (by the number of gamification elements involved). Sociological survey has been arranged to identify citizens awareness about gaming concepts that are used at the platforms and the demand from citizens for specific elements of gamification. Based on the analysis and survey results a classification of gamification elements was proposed. This classification is based on the preferences of citizens, which were revealed during the survey. The authors have designed a set of gamification elements for the Russian platforms. The article also suggests further directions for the development of gamification elements on electronic participation platforms in Russia. It is concluded that it is necessary to develop a system of incentives (material and nonmaterial).

Keywords: electronic participation; public participation; electronic platforms for public participation; gamification (search for similar items in EconPapers)
Date: 2020
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