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Gamification Aspects in the Context of Electronic Government and Education: A Case Study

Fernandes, Fernando Timoteo ; Junior, Plinio Thomaz Aquino Tan, Chuan-Hoo ; Nah, Fiona Fui-Hoon

HCI in Business, Government, and Organizations: Information Systems, p.140-150 [Periódico revisado por pares]

Cham: Springer International Publishing

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  • Título:
    Gamification Aspects in the Context of Electronic Government and Education: A Case Study
  • Autor: Fernandes, Fernando Timoteo ; Junior, Plinio Thomaz Aquino
  • Tan, Chuan-Hoo ; Nah, Fiona Fui-Hoon
  • Assuntos: e-government ; Gamification ; User motivation
  • É parte de: HCI in Business, Government, and Organizations: Information Systems, p.140-150
  • Descrição: The user experience, product quality and confidence in the institution are critical success factors in the use of services in e-government. The usability evaluation and analysis of user interaction in e-government, usually occurs in a timely manner and limited to few users. One way to provide the user immediate feedback and get usage statistics of a continuously service is using the technique known as gamification. The objective of this study is to propose a method to select and apply electronic game elements as motivational factors in access to information produced by the government and then test the impact of these elements. Thus, this research focuses on scenarios where e-government services have an emphasis on providing information to citizens and enabling a two-way interaction. It is intended to identify gamification mechanisms such as points, badges, levels, rankings and others and apply them to the application’s tasks and user’s different motivations when they are immersed on a virtual environment. The purpose of this work is to develop an experiment gamification technique in the stages known as improved information services and transactional services of e-government which allow two-way interaction with citizens. This article presents ways to motivate the user and improve citizens feedback. The results demonstrate the successful use of gamification technique in e-government scenarios that provide educational services to citizens.
  • Editor: Cham: Springer International Publishing
  • Idioma: Inglês

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