This document discusses using gamification to help cure political alienation. It provides an overview of political alienation and how gamification works to motivate users. As a case study, it summarizes Hawaii's initiative to use gamification on its government website. Game elements like badges, leaderboards, and notifications were used. This increased citizen engagement with government services online from 5% to 20%. The Hawaii site received awards for its innovative approach. Gamification was found to bring citizens closer to their government by making interactions more engaging.
2011 was the year of the mobile consumer. Smartphone and tablet penetration grew at a rapid pace and has fundamentally changed the way people live their daily lives and seek information. One of the largest areas of disruptions is in retail; shoppers are packing smartphones and tablets with retailer apps and using them to hunt for bargains, product information, and to find almost everything on their shopping list. The 2011 holiday shopping season witnessed the most aggressive use of mobile technologies by consumers and retailers to date. The problem was that not all retailers had a strategy in place to take advantage of this foreseeable trend.
In issue 08, we examine the crucial nature and value of social data and why it has become essential for brands to perform all functions of branding, marketing and selling to their customers.
Future of identity Singapore - 3 july 2015 lrFuture Agenda
As part of the global future agenda programme we are adding in an extra event in Singapore on 3 July. This is focused on the future of identity and draws together different issues raised about this and related topics from several strands of the future agenda events to date. The aim of the event is to critique, enhance, add and build a clearer view of how our views of identity and loyalty, especially to sport and faith, will change over the next decade and what will be some of the key impacts and implications. This documents is the starting point for this discussion.
The digitisation of everything and ‘liquid’ citizen expectations are changing the way in which governments interact with their people. Gone are the days of citizens and customers having varying expectations from product and service providers. They are now demanding the best level of customer service, being set by best-of-breed providers, regardless of industry.
We are starting to see a new era of ‘living services’ – an era that sees services constantly learning more about our needs and adapting to make themselves more relevant, engaging and useful. To test this view against government services, we recently interviewed Australian citizens and small business owners to find out what they want from their interactions with government. Four themes stood out that must be addressed by government agencies. Read our SlideShare to find out more.
2011 was the year of the mobile consumer. Smartphone and tablet penetration grew at a rapid pace and has fundamentally changed the way people live their daily lives and seek information. One of the largest areas of disruptions is in retail; shoppers are packing smartphones and tablets with retailer apps and using them to hunt for bargains, product information, and to find almost everything on their shopping list. The 2011 holiday shopping season witnessed the most aggressive use of mobile technologies by consumers and retailers to date. The problem was that not all retailers had a strategy in place to take advantage of this foreseeable trend.
In issue 08, we examine the crucial nature and value of social data and why it has become essential for brands to perform all functions of branding, marketing and selling to their customers.
Future of identity Singapore - 3 july 2015 lrFuture Agenda
As part of the global future agenda programme we are adding in an extra event in Singapore on 3 July. This is focused on the future of identity and draws together different issues raised about this and related topics from several strands of the future agenda events to date. The aim of the event is to critique, enhance, add and build a clearer view of how our views of identity and loyalty, especially to sport and faith, will change over the next decade and what will be some of the key impacts and implications. This documents is the starting point for this discussion.
The digitisation of everything and ‘liquid’ citizen expectations are changing the way in which governments interact with their people. Gone are the days of citizens and customers having varying expectations from product and service providers. They are now demanding the best level of customer service, being set by best-of-breed providers, regardless of industry.
We are starting to see a new era of ‘living services’ – an era that sees services constantly learning more about our needs and adapting to make themselves more relevant, engaging and useful. To test this view against government services, we recently interviewed Australian citizens and small business owners to find out what they want from their interactions with government. Four themes stood out that must be addressed by government agencies. Read our SlideShare to find out more.
Kapinga kabuya it management assignment 6.1KAPINGAKabuya
Carry out a focused search for a recent (within last the three years) and relevant academic/business video which contains a succinct, focused and relevant contextualization and definition of social media and mobiles. Key concepts should be clearly identified and explained in the video. The video could cover any aspect covered in the notes on social media and mobiles (as listed in the Table of Contents). This includes, social media, digital marketing, technologies supporting, mobile application development, advantages, and disadvantages. The video should be a maximum of five minutes long. You may cut/edit/splice videos. Place the URL link for the video into a Word document.
This article examines the underlying of gamification, explores how brands can utilize gamification to engage and motivate consumers and examines some examples of brands that are successfully utilizing gamification.
2Running Head THE IMPACT OF SOCIAL MEDIA IN THE PUBLIC SECTOR.docxrhetttrevannion
2
Running Head: THE IMPACT OF SOCIAL MEDIA IN THE PUBLIC SECTOR
2
THE IMPACT OF SOCIAL MEDIA IN THE PUBLIC SECTOR
THE IMPACT OF SOCIAL MEDIA IN THE PUBLIC SECTOR
Name
Institution Affiliations
Abstract
Social media include blogs, microblogs and even electronic social networks. They are generally believed to have transformed the manner in which individuals relate with each other. This applied research assessment which therefore explore on the influence of social media in the public sector. Within the public sector, there are prevalent evidences which justify the impact of the social media in the public sector. There have been numerous cases in which individuals have a norm to communications within the noticeable one-way fashion for several decades. This applied research will explore various aspects on how social media has influenced the public sector. Besides, it will navigate how social media has entirely contributed to the growth of the public sector both in negative and positive effects. This will include the review of the literature of what other researchers have done on the topic. Comment by Tiffany H: This applied research assessment explores the influence of social media in the public sector. Comment by Tiffany H: And will navigate through how social media Comment by Tiffany H: Should this start with besides?
Table of Contents
· Problem or Issue Statement.
· Introduction.
· Review of Literature.
· Research Methodology.
· Findings.
· Analysis.
· Recommendations.
· References.
Problem or Issue Statement
Government agencies have gradually but progressively adopted social technologies to execute their tasks better. Such social technologies can accumulatively reengineer the old model of the public sector. This is due to the fact they facilitate substantial chances to accelerating the transparency as well as prevalence within the government agencies and its departments. It besides can increase the trustworthy in government from its respective citizens. Through social media, there can be creation of new forms of participation of citizens as well as the engagement in public issues. Besides, social media has enhanced both intra-organizational and inter-organizational collaboration. There is therefore an essential need to look into various ways that the social media have really enhanced an achievement of such empirical formalities within the government structure hence developing the citizen-government relationship. Comment by Tiffany H: Accelerate the transparency of what? Comment by Tiffany H: Remove Comment by Tiffany H: has
From a contextual perspective, it is evident to state that the relationship and collaboration between the government and the citizen have been greatly altered, advanced by the use of social media. In addition, this has heightened the participation of the citizens in most of the government projects which have been overseen and controlled by the government offices. The .
Game on qualitative researchers: Using gamification to increase partipant eng...InSites Consulting
We believe gamification can be applied in 3 different phases of the research process; (1) during data collection, (2) during analysis and interpretation and (3) during reporting and presentation of the results. In this paper, we present an approach to gamification in online qualitative research. There is already ample research with respect to using gamification in quantitative research; however, a comprehensive approach for online qualitative research is lacking so far.
In this paper we will focus on using gamification during data collection and will briefly demonstrate how we apply gamification in the last 2 phases. At InSites Consulting, we identified 4 levels in an online community at which gamification can be applied to increase data quality, participant engagement and impact on the client side. From a question level to a community level, gamification helps, not only to increase participant engagement, but also to increase data quality.
The effect of social media on consumer's decision making process among ibep s...Niswatun Chaira
Social media is a virtual place which can be Blogs and different websites are used by individuals or
companies to share about them and their products trough internet. Kaplan and Haenlein (2010)
conceptualized social media as an internet-based program that provides a platform for consumers to
express their own opinions, share information and past experiences using different social networks, blogs
and other content areas.
The efficiency of social media has empowered the marketers and customers with fast interaction and
communication processes to enhance customer service, increase brand awareness and build strong
customer–brand relationships. Using social media tools, consumers will have the chance to express their
opinions to a larger number of individuals and also find the desired information quickly without incurring
much cost (Severi et al., 2014).
This study aimed to determine how the influence of social media for purchase making process. According
to result that got from survey or questionnaire, consumer’s decision making influenced by the Informative
and the alternative of social media.
Who, What, Why, and how computerize advancing AkramKhan68669
Digital marketing, also called online marketing, refers to all marketing efforts that occur on the internet. Businesses leverage digital channels such as search engines, social media, email, and other websites to connect with current and prospective customers. This also includes communication through text or multimedia messages.
A seasoned inbound marketer might say inbound marketing and digital marketing are virtually the same thing, but there are some minor differences. And conversations with marketers and business owners in the U.S., U.K., Asia, Australia, and New Zealand, I've learned a lot about how those small differences are being observed across the world
Diverse Social Media Networks in Public Safety PowerPoint for CCHE 590Nicholas Tancredi
PowerPoint on how social media is used in various Public Safety agencies, including the fact of how it can bridge the communication gap that has been occurring lately.
SMAC and Innovation Transformation covers the topics:
• Innovation
• Leadership Agility
• Leading Organizational Change
• Lean Startup Principles
• SMAC and the Transformation of Innovation
Using Social Media to Enhance Civic Engagement in U.S. Federal AgenciesYasmin Fodil
This report was created by Yasmin Fodil and Anna York for their Harvard Kennedy School masters thesis, and looks at the use of social media to enhance civic participation in the United States and the United Kingdom in order to make recommendations to U.S. federal agencies on how to move forward.
ANALYSIS OF GAMIFICATION ELEMENTS TO EXPLORE MISINFORMATION SHARING BASED ON ...ijseajournal
Gamification elements provide apersonal drive to urge user experience, emotion, fun, and engagement, positively or negatively. These gamification elements mayhave beenunintentionallyemployedthroughthe designand implementation processof social media platforms toencourage users’ behaviour towards misinformationsharing. This study intends to answer the subsequent question” What are the mostly used gamification elements that couldpossibly encourage usersto share misinformation on social media platforms?”. The study empirically investigatesthe usage of gamification elements and their relation to U&G theorywith 286 participants. The results indicated that gamification elements usage scored highwith regard tothe self-expression perspective (frequency=216), as well as theinteraction& collaborations perspective (frequency=198). whereas, the information seeking perspective scored low (frequency=59) and leaderboard were the least usage(frequency=43). The results may be useful to guide software engineering, developers, GUI specialists to cater for design elements settings and their possible negative effects in social media contexts.
An analysis of sustainable marketing and how is managed through social media ...luiseduardomedinazam
The research involved:
• Analysis of how sustainable companies use social media to promote engagement to consumers.
• Evaluation of how sustainable marketing practices are impacting the customer journey.
Kapinga kabuya it management assignment 6.1KAPINGAKabuya
Carry out a focused search for a recent (within last the three years) and relevant academic/business video which contains a succinct, focused and relevant contextualization and definition of social media and mobiles. Key concepts should be clearly identified and explained in the video. The video could cover any aspect covered in the notes on social media and mobiles (as listed in the Table of Contents). This includes, social media, digital marketing, technologies supporting, mobile application development, advantages, and disadvantages. The video should be a maximum of five minutes long. You may cut/edit/splice videos. Place the URL link for the video into a Word document.
This article examines the underlying of gamification, explores how brands can utilize gamification to engage and motivate consumers and examines some examples of brands that are successfully utilizing gamification.
2Running Head THE IMPACT OF SOCIAL MEDIA IN THE PUBLIC SECTOR.docxrhetttrevannion
2
Running Head: THE IMPACT OF SOCIAL MEDIA IN THE PUBLIC SECTOR
2
THE IMPACT OF SOCIAL MEDIA IN THE PUBLIC SECTOR
THE IMPACT OF SOCIAL MEDIA IN THE PUBLIC SECTOR
Name
Institution Affiliations
Abstract
Social media include blogs, microblogs and even electronic social networks. They are generally believed to have transformed the manner in which individuals relate with each other. This applied research assessment which therefore explore on the influence of social media in the public sector. Within the public sector, there are prevalent evidences which justify the impact of the social media in the public sector. There have been numerous cases in which individuals have a norm to communications within the noticeable one-way fashion for several decades. This applied research will explore various aspects on how social media has influenced the public sector. Besides, it will navigate how social media has entirely contributed to the growth of the public sector both in negative and positive effects. This will include the review of the literature of what other researchers have done on the topic. Comment by Tiffany H: This applied research assessment explores the influence of social media in the public sector. Comment by Tiffany H: And will navigate through how social media Comment by Tiffany H: Should this start with besides?
Table of Contents
· Problem or Issue Statement.
· Introduction.
· Review of Literature.
· Research Methodology.
· Findings.
· Analysis.
· Recommendations.
· References.
Problem or Issue Statement
Government agencies have gradually but progressively adopted social technologies to execute their tasks better. Such social technologies can accumulatively reengineer the old model of the public sector. This is due to the fact they facilitate substantial chances to accelerating the transparency as well as prevalence within the government agencies and its departments. It besides can increase the trustworthy in government from its respective citizens. Through social media, there can be creation of new forms of participation of citizens as well as the engagement in public issues. Besides, social media has enhanced both intra-organizational and inter-organizational collaboration. There is therefore an essential need to look into various ways that the social media have really enhanced an achievement of such empirical formalities within the government structure hence developing the citizen-government relationship. Comment by Tiffany H: Accelerate the transparency of what? Comment by Tiffany H: Remove Comment by Tiffany H: has
From a contextual perspective, it is evident to state that the relationship and collaboration between the government and the citizen have been greatly altered, advanced by the use of social media. In addition, this has heightened the participation of the citizens in most of the government projects which have been overseen and controlled by the government offices. The .
Game on qualitative researchers: Using gamification to increase partipant eng...InSites Consulting
We believe gamification can be applied in 3 different phases of the research process; (1) during data collection, (2) during analysis and interpretation and (3) during reporting and presentation of the results. In this paper, we present an approach to gamification in online qualitative research. There is already ample research with respect to using gamification in quantitative research; however, a comprehensive approach for online qualitative research is lacking so far.
In this paper we will focus on using gamification during data collection and will briefly demonstrate how we apply gamification in the last 2 phases. At InSites Consulting, we identified 4 levels in an online community at which gamification can be applied to increase data quality, participant engagement and impact on the client side. From a question level to a community level, gamification helps, not only to increase participant engagement, but also to increase data quality.
The effect of social media on consumer's decision making process among ibep s...Niswatun Chaira
Social media is a virtual place which can be Blogs and different websites are used by individuals or
companies to share about them and their products trough internet. Kaplan and Haenlein (2010)
conceptualized social media as an internet-based program that provides a platform for consumers to
express their own opinions, share information and past experiences using different social networks, blogs
and other content areas.
The efficiency of social media has empowered the marketers and customers with fast interaction and
communication processes to enhance customer service, increase brand awareness and build strong
customer–brand relationships. Using social media tools, consumers will have the chance to express their
opinions to a larger number of individuals and also find the desired information quickly without incurring
much cost (Severi et al., 2014).
This study aimed to determine how the influence of social media for purchase making process. According
to result that got from survey or questionnaire, consumer’s decision making influenced by the Informative
and the alternative of social media.
Who, What, Why, and how computerize advancing AkramKhan68669
Digital marketing, also called online marketing, refers to all marketing efforts that occur on the internet. Businesses leverage digital channels such as search engines, social media, email, and other websites to connect with current and prospective customers. This also includes communication through text or multimedia messages.
A seasoned inbound marketer might say inbound marketing and digital marketing are virtually the same thing, but there are some minor differences. And conversations with marketers and business owners in the U.S., U.K., Asia, Australia, and New Zealand, I've learned a lot about how those small differences are being observed across the world
Diverse Social Media Networks in Public Safety PowerPoint for CCHE 590Nicholas Tancredi
PowerPoint on how social media is used in various Public Safety agencies, including the fact of how it can bridge the communication gap that has been occurring lately.
SMAC and Innovation Transformation covers the topics:
• Innovation
• Leadership Agility
• Leading Organizational Change
• Lean Startup Principles
• SMAC and the Transformation of Innovation
Using Social Media to Enhance Civic Engagement in U.S. Federal AgenciesYasmin Fodil
This report was created by Yasmin Fodil and Anna York for their Harvard Kennedy School masters thesis, and looks at the use of social media to enhance civic participation in the United States and the United Kingdom in order to make recommendations to U.S. federal agencies on how to move forward.
ANALYSIS OF GAMIFICATION ELEMENTS TO EXPLORE MISINFORMATION SHARING BASED ON ...ijseajournal
Gamification elements provide apersonal drive to urge user experience, emotion, fun, and engagement, positively or negatively. These gamification elements mayhave beenunintentionallyemployedthroughthe designand implementation processof social media platforms toencourage users’ behaviour towards misinformationsharing. This study intends to answer the subsequent question” What are the mostly used gamification elements that couldpossibly encourage usersto share misinformation on social media platforms?”. The study empirically investigatesthe usage of gamification elements and their relation to U&G theorywith 286 participants. The results indicated that gamification elements usage scored highwith regard tothe self-expression perspective (frequency=216), as well as theinteraction& collaborations perspective (frequency=198). whereas, the information seeking perspective scored low (frequency=59) and leaderboard were the least usage(frequency=43). The results may be useful to guide software engineering, developers, GUI specialists to cater for design elements settings and their possible negative effects in social media contexts.
An analysis of sustainable marketing and how is managed through social media ...luiseduardomedinazam
The research involved:
• Analysis of how sustainable companies use social media to promote engagement to consumers.
• Evaluation of how sustainable marketing practices are impacting the customer journey.
Jennifer Schaus and Associates hosts a complimentary webinar series on The FAR in 2024. Join the webinars on Wednesdays and Fridays at noon, eastern.
Recordings are on YouTube and the company website.
https://www.youtube.com/@jenniferschaus/videos
A process server is a authorized person for delivering legal documents, such as summons, complaints, subpoenas, and other court papers, to peoples involved in legal proceedings.
What is the point of small housing associations.pptxPaul Smith
Given the small scale of housing associations and their relative high cost per home what is the point of them and how do we justify their continued existance
This session provides a comprehensive overview of the latest updates to the Uniform Administrative Requirements, Cost Principles, and Audit Requirements for Federal Awards (commonly known as the Uniform Guidance) outlined in the 2 CFR 200.
With a focus on the 2024 revisions issued by the Office of Management and Budget (OMB), participants will gain insight into the key changes affecting federal grant recipients. The session will delve into critical regulatory updates, providing attendees with the knowledge and tools necessary to navigate and comply with the evolving landscape of federal grant management.
Learning Objectives:
- Understand the rationale behind the 2024 updates to the Uniform Guidance outlined in 2 CFR 200, and their implications for federal grant recipients.
- Identify the key changes and revisions introduced by the Office of Management and Budget (OMB) in the 2024 edition of 2 CFR 200.
- Gain proficiency in applying the updated regulations to ensure compliance with federal grant requirements and avoid potential audit findings.
- Develop strategies for effectively implementing the new guidelines within the grant management processes of their respective organizations, fostering efficiency and accountability in federal grant administration.
Understanding the Challenges of Street ChildrenSERUDS INDIA
By raising awareness, providing support, advocating for change, and offering assistance to children in need, individuals can play a crucial role in improving the lives of street children and helping them realize their full potential
Donate Us
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#donatefororphan, #donateforhomelesschildren, #childeducation, #ngochildeducation, #donateforeducation, #donationforchildeducation, #sponsorforpoorchild, #sponsororphanage #sponsororphanchild, #donation, #education, #charity, #educationforchild, #seruds, #kurnool, #joyhome
Many ways to support street children.pptxSERUDS INDIA
By raising awareness, providing support, advocating for change, and offering assistance to children in need, individuals can play a crucial role in improving the lives of street children and helping them realize their full potential
Donate Us
https://serudsindia.org/how-individuals-can-support-street-children-in-india/
#donatefororphan, #donateforhomelesschildren, #childeducation, #ngochildeducation, #donateforeducation, #donationforchildeducation, #sponsorforpoorchild, #sponsororphanage #sponsororphanchild, #donation, #education, #charity, #educationforchild, #seruds, #kurnool, #joyhome
1. Use of Gamification for helping cure Political Alienation
1. Introduction
The relationship between a society and its political system can be inferred on the basis
of either the political-support received by the society, or the reverse of it, political-
alienation by the society (Borre, 2000). The concept of ‘Political Alienation’ goes back to
1960. The range of activities chosen by the alienator could range from social or political
violence to conscious or subconscious withdrawal or even being indifferent in context to
politics (Nachmias, 1974). An alienator can express their view in various forms, usually by
getting involved in a participation or withdrawal (ibid). Mahnic (2014) argues that political
alienation has been recognised as a common characteristic of the modern multi-cultural
and cosmopolitan society. It is mostly seen in the younger population and hence, in order to
cure ‘Political Alienation’, an approach has to be followed that appeals to them. A number of
studies indicate that the youth participation in context to voting is steadily declining
(Dermody et al., 2010). Mahnic (2014) emphasises that there is a significant correlation
between one’s behaviour with respect to ‘gaming’ and in ‘actual’ life. In addition to that,
economist Jeremy Rifkin also believes that ‘play’ is becoming as important for the cultural-
economy as work it is for industry-economy. ‘Play’ has become an integral part of people’s
life. “The more we learn to enjoy serving epic causes in game worlds, the more we may find
ourselves contributing to epic efforts in the real world” (McGonigal, 2011: 113). The
objective of this report is to conceptualise the theory and application of gamification and its
use in combatting Political Alienation using a case of gamification implementation in
Hawaii government service website.
2. Gamification and Motivation
Although, it is not very common to come across the terms ‘Government’ and ‘Game’
together, however, many recent research as well gamification initiatives taken by certain
countries have gradually started to draw attention towards the application of ‘gamification’
in government. Many scholars have explored and suggested various applications and uses
of gamification in politics (government or public sector) in their studies (Tapscott &
Williams, 2006; Mahnic, 2014). With the use of gamified-application in politics, it is possible
to have a control over the actions and decisions of the representational characters in the
2. game in order to see the results, within game (political) rules (Mahnic, 2014). Gamification
has proven to increase citizen engagement and improve efficiencies in public sector in
many cases.
The most widely used definition of gamification is: “the use of game design elements in
non-game context” (Deterding et.al, 2011). According to this definition, gamification uses
various components of game design in non-game context. Zichermann & Cunningham
(2011) refers to gamification as: ‘The use of game thinking and game mechanics to engage
users and solve problems’. The strategic objective of gamification is to ‘engage’ and
‘encourage’ participation, as supported by Dale (2014). Gamification is known for its role in
enhancing and making a product, application, operation or a ‘cause’ more alluring by
motivating users and making them come back time and again (Mahnic, 2014). In other
words, Peischl et. al (2014), game mechanics work as a catalyst for making technology
more engaging by influencing user behaviour and simulating their social behaviour.
McGonigal (2011), in their book recommends the use of ‘gameful’ (refers to ‘playful’) ways
by creating and using ‘alternate realities’ for interaction with the real world.
Gamification is found to have three fundamental pillars (factors): motivation, ability
level and triggers (see Figure 1). The presence of these three factors are crucial for a
behaviour to change (ibid). There is no single model that justifies gamification elements,
however Dale discusses an effective set of game elements that were identified by
Cunningham & Zichermann (2011). Table 1. lists down all the elements and their
significant uses.
1. Points Points are allocated when a high-value behaviour is achieved.
2. Badges
Badge are allocated on completion or achieving a task. It
represents a kind of social status.
3. Achievements A thing done successfully with effort, skill, or courage
4. Levels
It represents a gateway for new tasks and challenges and signifies
a position on a scale of amount, quantity, extent, or quality.
5. Missions
This is used to create a set of behaviours that lets the user achieve
any specific reward.
6. Contests
It refers to a competition amongst different users and reward is
allocated to those who finish most quickly or effectively.
3. 7. Leader-boards
Acts as a communication board with context to competition by
letting the user know where they stand in comparison to other
users.
8. Notifications
This is used encourage engagement when users perform a desired
action, by notifying them about their achievements, current level,
points et cetera.
9.
Anti-gaming
Mechanics
It is used to set limits on how often a behaviour can be rewarded.
Table 1: Gamification Elements
Figure 1: The Science behind Gamification (Dale, 2014)
Mahnic says, the process of gamification works by adding game elements including
points, badges, virtual currencies, levels and progress bars to webpages and applications in
order to improve user experience (Mahnic, 2014). However, in gamification, motivation
theories hold a strong association with their success or failure. Motivations, according to
psychology as per Ryan and Deci (2009) can be broken down into two kinds: intrinsic
motivation- ‘where a behaviour is enacted or an activity is undertaken because it aligns with
one's inner values’ and extrinsic motivation – ‘where external rewards such as money or
status are offered in exchange for engagement in particular behaviours or activities’. The idea
of using elements of game design in non-game contexts can leverage both, motivation and
engagement. Koivisto & Hamari (2014) outline the main difference between games and
gamification. They point out that ‘gamification’ is commonly used to advance goals outside
the game (e.g., adapting better and healthier lifestyles, reducing wastage, and better
4. financial decision-making), referred to as extrinsic motivation, however ‘games’ is
considered totally intrinsically motivated. Table 2. are some of the example of extrinsic and
intrinsic motivational rewards as outlined by Dale (2014).
Extrinsic Intrinsic
Money Recognition
Points/Badges/Trophies
Personal
Achievement
Prizes Responsibility
Penalties Power
Quests Fun
Progress bars Mastery
Table 2: Extrinsic vs. Intrinsic Motivational Rewards (Dale, 2014)
3. The Hawaii Government Gamification Initiative
One of examples of the use of ‘gamification’ in government is by Hawaii government.
Hawaii used gamification components in it online-service in order to aim for an increased
engagement of citizens with the government. This initiative was hugely appreciated
because of its success. Hawaii, is the 50th and most recent to join the United States. It
possesses 11 billion dollar enterprise, with 36 line of businesses and 230 business
functions, however just 5 percent of the government related transactions were made online
using their online web-services (Wood, 2014).Hawaii’s official Internet portal, ehawaii.gov,
is run and managed by Hawaii Information Consortium (HIC), a Hawaii corporation and
wholly owned subsidiary of e-Gov firm, NIC Inc (HIC, 2014). According to an interview with
the general manager of Hawaii.gov, Russell Castagnaro, with State Scoop, Hawaii
government has already taken a massive leap in engaging citizens online by using game
techniques that are being currently used by game developers such as awarding badges,
cross-promoting similar products, user interface improvements, leaderboards (Community
board in case of Hawaii Government) and notifying users of with their accomplishments
5. related to the site activities (Stegon, 2014). It is through gamification that it is being
possible for Hawaii government to deliver its services to its inhabitants the way it is
expected (ibid).
This project was managed and executed by a partnership between NIC and Hawaii.gov
and was initiated with its very first step of providing a single online service (one-stop shop
for citizens’ government needs)for their state’s businesses- My.Hawaii.gov, which was
launched in September 2013. Hawaii.gov took an approach of gamification in order to
create a completely customisable experience for its users with the government irrespective
of the device it is being used on (HIC, 2014). This online service was to help entrepreneurs
start and expand their businesses using several different agencies by bringing them all
together in one resource, says Bhagowalia, former CIO of Hawaii Government (Bhagowalia,
2014). A ‘progress meter’ was added to the interface which helped the entrepreneurs to
keep a track on different stages that they reach while completing their information on the
online portal. The My.Hawaii.gov portal today has approximately 450,000 registered users
(GCN, 2014).New service has been integrated with seven of Hawaii’s 17 departments which
includes history of all the transactions and business conducted online with the state. It also
gives and integrated access to about sixty of the hundreds of online services that are offered
in Hawaii in one single credential system (NIC, 2014).According to the HIC 2013 annual
report, single credential system allows other state offices to administer and access portal
services.
Simple elements like assigning badges, proactive offering of similar services (cross-
promotion of government services online) and informing the users about new updates if
any, really made a great impact in de-alienating the government website Hawaii.gov. One of
the main objective(s) of this project was to promote all the online government services
simultaneously (HIC, 2014). This is because of different adoption rate for different online
services (GCN, 2014). When users applied for one service online, for instance, an online
application for a professional or vocational licence, they get suggestion about related
services. This helped in driving up the adoption rate. In addition to that, the citizens were
also introduced to a new functionality known as ‘mySavings’ that shows savings of using
online services over traditional methods. Using this functionality the users could get to
know of the total time (by not having to queue up in government offices), total miles and
total currency saved (by not using paper) per service used online. The number of saved
6. hours, papers and miles were communicated to the users by issuing ‘badges’ to them. Not
only the users could have a check on their own savings, but they could also see where they
stood amongst all other registered online service user, with the help of community board
feature on the My.Hawaii.gov website, creating a slight form of competition (HIC, 2014).
This project has not only received a very positive response from the users with a rise in
online service usage rate from 5 to 20 percent, but also, the state of Hawaii has been
announced as the winner of ‘Best of Web Awards-2014’ (Govtech.com, 2014). With nearly
4,000 entries from across the US and around the world, the state of Hawaii has also been
the silver award winner of The 2014 Davey Awards, for its innovative e-government
initiative (HIC, 2014).
4. Conclusion
My.hawaii.gov is an example of an effort leveraging gaming concepts and centralized
notification to increase the awareness and adoption of all e-Government systems.
Nevertheless, gamification could be considered to be a potential solution towards curing
‘Political Alienation’. Sanjeev Bhagowalia, former governor’s chief advisor for Technology
and Cyber Security for the State of Hawaii, says “Hawaii is glad to have used gamification to
their state portal and online government services as it has brought their citizens closer to
their government” (Govtech.com, 2014). The criticisms and exceptions of the application of
gamification principles to combat Political Alienation however must be taken into
consideration at all times. Application of gamification is not simple because the planning
and execution of gamification are very complicated as it demands for interdisciplinary
expertise about information systems, organization behaviour, and human psychology. ). If
applied correctly and effectively, gamification can result into an experience that is engaging
with learning benefits, especially in youth and help in eliminating Political Alienation. In
addition to that impact of gamification and induced motivation in different age groups and
gender needs further scrutiny with context to public sector engagement, as research claims
that there is a demographic difference in perceived benefits from gamification (Koivisto &
Hamari, 2014).
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