skip to main content
10.1145/3366030.3366117acmotherconferencesArticle/Chapter ViewAbstractPublication PagesiiwasConference Proceedingsconference-collections
short-paper

Combining a Gamified Civic Engagement Platform with a Digital Game in a Loosely Way to Increase Retention

Published: 22 February 2020 Publication History

Abstract

In this article we discuss an innovative approach to tackle the retention problem in civic engagement systems, more in particular in the context of care taking of elderly. The proposed solution is to complement a gamified civic engagement platform with an entertainment game but in such a way that the two are only loosely coupled. The civic engagement platform is a location-based card environment that allows to connect people who might be in need of assistance (i.e. elderly) with people willing to spend their time to help (i.e. volunteers). By helping people the volunteers collect cards, which can be used in the game to play. Special is that we do not expect that the volunteers will be the one playing the game. On the contrary, the aim is to create a self-feeding network between two groups of users: on the one hand the volunteers and on the other hand gamers. We hope that the gamers will stimulate the volunteers to collect cards and that in this way we can retain the volunteers for longer periods. Currently, the approach is being implemented for the case of assisting elderly, but the principle is also applicable in other domains of civic engagement. The paper discusses the research goals and problems, the research approach, as well as the current state and future work.

References

[1]
EU Economic and Financial Affairs, "The 2018 ageing report: Economic and budgetary projections for the EU member states (2016--2070)," 2018.
[2]
R. Means, S. Richards, and R. Smith, Community care. Policy and practice, 4th ed. Palgrave Macmillan, 2008.
[3]
E. A. Miller, V. Mor, and M. Clark, "Reforming long-term care in the United States: findings from a national survey of specialists.," Gerontologist, vol. 50, pp. 238--252, 2009.
[4]
S. Dury, "Dynamics in motivations and reasons to quit in a Care Bank: a qualitative study in Belgium," Eur. J. Ageing, vol. 15, pp. 407--416, 2018.
[5]
J. Hamari, J. Koivisto, and H. Sarsa, "Does Gamification Work?-A Literature Review of Empirical Studies on Gamification," in HICSS, vol 14, 2014, pp. 3025--3034.
[6]
R. P. Adler and J. Goggin, "What Do We Mean By '"Civic Engagement"'?," J. Transform. Educ., vol. 3, no. 3, pp. 236--253, 2005.
[7]
E. A. Boyle, T. M. Connolly, T. Hainey, and J. M. Boyle, "Engagement in digital entertainment games: A systematic review," Comput. Human Behav., vol. 28, no. 3, pp. 771--780, 2012.
[8]
E. A. Boyle et al., "An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games," Comput. Educ., vol. 94, pp. 178--192, 2016.
[9]
I. Voulgari, V. Komis, and D. G. Sampson, "Learning outcomes and processes in massively multiplayer online games: exploring the perceptions of players," Educ. Technol. Res. Dev., vol. 62, no. 2, pp. 245--270, 2014.
[10]
O. De Troyer, "Towards Effective Serious Games," in 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 2017, pp. 284--289.
[11]
A. Worzi, "MPW Has Mobile App for Citizens to Report Infrastructure Issues," 2017. [Online]. Available: https://www.liberianobserver.com/news/mpw-mobile-app-for-citizens-report-infrastructure-issues/. [Accessed: 01-Jul-2019].
[12]
"Mobile-Based App for Better Road Infrastructure Wins the Third CityApp," 2017. [Online]. Available: https://https//citynet-ap.org/mobile-based-app-for-better-road-infrastructure-wins-the-third-cityapp/. [Accessed: 01-Jul-2019].
[13]
"The Noise app," 2019. [Online]. Available: https://www.thenoiseapp.com/#/. [Accessed: 01-Jul-2019].
[14]
"Consul: Citizen participation tool," 2019. [Online]. Available: http://consulproject.org/en/. [Accessed: 01-Jul-2019].
[15]
S. Perez, "Facebook officially launches '"Town Hall"' for contacting government reps, adds local election reminders," 2017. [Online]. Available: https://techcrunch.com/2017/03/27/facebook-officially-launches-town-hall-for-contacting-government-reps-adds-local-election-reminders/. [Accessed: 01-Jul-2019].
[16]
R. Lindberg and T. H. Laine, "Formative evaluation of an adaptive game for engaging learners of programming concepts in K-12," Int. J. Serious Games, vol. 5, no. 3, pp. 3--26, 2018.
[17]
V. Naik and V. Kamat, "Adaptive and gamified learning environment (AGLE)," in 2015 IEEE Seventh International Conference on Technology for Education (T4E), 2015, pp. 7--14.
[18]
L. Shi and A. Cristea, "Motivational gamification strategies rooted in self-determination theory for social adaptive e-learning," in International Conference on Intelligent Tutoring Systems, 2016, pp. 294--300.
[19]
M. Böckle, J. Novak, and M. Bick, "Towards adaptive gamification: a synthesis of current developments," in Proceedings of the 25th European Conference on Information Systems (ECIS), 2017.
[20]
S. Hausknecht, M. Vanchu-Orosco, and D. Kaufman, "Digitising the wisdom of our elders: connectedness through digital storytelling," Ageing Soc., pp. 1--21, 2018.
[21]
K. Peffers, T. Tuunanen, M. A. Rothenberger, and S. Chatterjee, "A Design Science Research Methodology for Information Systems Research," Source J. Manag. Inf. Syst., vol. 24, no. 3, pp. 45--77, 2007.
[22]
B. Laugwitz, T. Held, and M. Schrepp, "Construction and evaluation of a user experience questionnaire," in Symposium of the Austrian HCI and Usability Engineering Group (USAB 2008), 2008, pp. 63--76.
[23]
W. IJsselsteijn et al., "Measuring the experience of digital game enjoyment," in In Proceedings of Measuring Behavior, 2008, pp. 88--89.
[24]
J. Brooke, "SUS - A quick and dirty usability scale," Usability Eval. Ind., vol. 189, no. 194, pp. 4--7, 1996.
[25]
O. De Troyer, J. Maushagen, R. Lindberg, J. Muls, B. Signer, and K. Lombaerts, "A Playful Mobile Digital Environment to Tackle School Burnout using Micro Learning, Persuasion & Gamificationo Title," in IEEE 19th International Conference on Advanced Learning Technologies (ICALT), 2019, pp. 81--83.
[26]
S. BAKER, J. WARBURTON, S. HODGKI, and J. PASCAL, "The supportive network: rural disadvantaged older people and ICT," Ageing Soc., vol. 37, no. 6, pp. 1291--1309, 2017.
[27]
H. Desurvire and C. Wiberg, "Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration," in International conference on online communities and social computing, 2009, pp. 557--566.
[28]
N. Eyal, Hooked: How to Build Habit-Forming Products. London: Penguin Books Ltd., 2014.

Cited By

View all
  • (2020)Playful Learning with a Location-Based Digital Card Environment: A Promising Tool for Informal, Non-Formal, and Formal LearningInformation10.3390/info1103015711:3(157)Online publication date: 15-Mar-2020

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
iiWAS2019: Proceedings of the 21st International Conference on Information Integration and Web-based Applications & Services
December 2019
709 pages
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

In-Cooperation

  • JKU: Johannes Kepler Universität Linz
  • @WAS: International Organization of Information Integration and Web-based Applications and Services

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 February 2020

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. civic engagement
  2. elderly
  3. games
  4. gamification

Qualifiers

  • Short-paper
  • Research
  • Refereed limited

Conference

iiWAS2019

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)8
  • Downloads (Last 6 weeks)0
Reflects downloads up to 01 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2020)Playful Learning with a Location-Based Digital Card Environment: A Promising Tool for Informal, Non-Formal, and Formal LearningInformation10.3390/info1103015711:3(157)Online publication date: 15-Mar-2020

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media