Inclusive Gamified Participation: Who are we inviting and who becomes engaged?

AbstractRecent evaluations have shown that up until now, e-participation platforms have not been very effective in involving citizens in public decision-making. This is partly due to these novel forms of engagement not seeming to reach citizens beyond the "usual suspects" of public participation. A trending approach to make these platforms more attractive, especially for less involved social groups, is to incorporate game-like elements. This research investigates the influence of demographical variables on participation and motivation when using a mobile gamified participation application. Our results show that participation was affected by age. The data further suggests that youth is both interested in urban planning and welcomes mobile participation forms, whereas older individuals feel less invited by novel technologies and engage less. Yet, older individuals and those less enthusiastic about games were not entirely put off by the included game elements.


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