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

机译:公民参与的游戏化:提高公民反映空间问题集体技能的两个实验

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摘要

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.
机译:为了使公民参与能够导致可持续的公民参与,参与者需要经历集体反思的过程。已经提出了游戏作为支持该过程的工具。互联网,移动通信设备和传感技术的商业化促进了游戏,游戏化环境和娱乐体验的开发和使用的大幅度增长,其程度达到了学者所说的社会游戏化的程度。本文的目的是研究游戏化的潜力,以提高公民在其日常环境中集体反映空间问题的技能。本文提出了两个游戏化实验; B3-设计您的市场!和治愈校园。它讨论了他们在多大程度上支持集体反思,而集体反思是一个过程,在这个过程中,参与者被触发以(1)观察他们的环境; (2)对他们的意见进行分类; (3)构建这些类别。它分析了基于这两种情况的最初结果,并讨论了它们的局限性和进一步的研究方向。

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