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2018 | Buch

The Gamification of Citizens' Participation in Policymaking

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This book examines the use of game elements to encourage citizens to participate in political decision-making and the planning of large-scale public sector projects. It argues that success is based on a personal concern with the project and a belief in the influence on political decision making, but also on fun. Without fun, only a very small group of the ‘usual suspects’ will participate, especially in classic policymaking approaches like citizens’ panels which require time and physical attendance. The book also examines the relationship between representative democracy and citizen participation from the perspective of direct democratic instruments in Germany. Readers from different countries with different political systems can decide for themselves, if and how the results from Germany are transferable to their respective conditions. Grounded in theoretical literature and statistical data, the book also makes use of narratives, applying a ‘storytelling’ approach to the case studies.

Inhaltsverzeichnis

Frontmatter
Chapter 1. Introduction
Abstract
Using gamification in policymaking and involving citizens is nothing new. In ancient Rome, the audience in the Circus Maximus was involved in decision making by voting with either a thumbs-up or a thumbs-down gesture. Moreover, gamification is a basic principle of democracy. Direct democracy in classical Athens strongly resembled today’s modern casting shows. The advantage and hence the attractiveness of gamification to citizens’ participation is rooted in the equal voting weight of every citizen, the non-determinedness of results, clear and fair rules, and the openness/transparency of the decision-making process with a visible influence of the people on the outcome. Democracies that stick with these principles remain popular and stable because gamification ensures that the gap between the ruling elites and the people does not get too large.
Kai Masser, Linda Mory
Chapter 2. Gamification—Engaging People by Letting Them Have Fun
Abstract
Gamification was named as one of the marketing trends for 2017 (von Schmelling 2016). But it is more than a buzzword, it is a concept inspired strongly by the video game and online game industries. In the private sector, it is very much in line with the democratization and humanization of work movements. Gamification may be used for customer/citizens and employee relations and product/service development as well as for the re-engineering of internal processes in organizations. An inevitable feature of gamification is fun because of its simple and/or understandable rules for beginners as well as for masters/professionals. Popular games have modes to determine achievements, winners, and ranks by measurable variables like goals, points, periods, and ranges etc. Intrinsic motivation (joy) is the key driver to play, although extrinsic motivation (applause and admiration) is equally important.
Kai Masser, Linda Mory
Chapter 3. Citizens’ Participation—Theory and Practice: Confronting the Theory with Some Stories About Citizens’ Participation
Abstract
Democracy is in fact not a government of, by, and for the people, it is rather a government of, for, and controlled by the people. Practice shows that citizens’ participation in Germany is far away from the theory and its high expectations, particularly concerning deliberation. We deliver some striking but nevertheless typical examples and explain the problems through the telling of those stories. Citizens’ participation often appears to be just tokenism. In contrast to any workable game, the results of citizens’ participation often appear to be predetermined or insubstantial, like having to choose the jewels to go with your nightwear. Moreover, the theory is proposing that people want to be permanently politically active and to be personally present, surveys show that the opposite is the case.
Kai Masser, Linda Mory
Chapter 4. Behind the Scenes: What Empirical Evidence Is Telling Us About the Practice of Citizens’ Participation
Abstract
People want to influence politics but do not want to be politically active. People like procedures that do not impose much burden on them but which guarantee an influence on decision making, such as elections and referenda. People want a greater influence on politics. This means in effect that people want to be informed but only want to make a decision if significant issues are not going well. Politics is unpopular and trust in politicians is extremely low. Hence, the majority of people has no desire to take part in deliberative citizens’ participation procedures. Representative democracy is better than its reputation—as measured by the demands of gamification. Gamification offers the possibility of bringing the majority and the politically active segments of society together, including planners and politicians.
Kai Masser, Linda Mory
Chapter 5. Citizens’ Participation—How Gamification Can Help Citizens’ Participation to Flourish
Abstract
Porto Alegre seems to be the role model for participatory budgeting (PB). However, on second sight, with a turnout rate below 3% of the population and the loss of interest by groups wanting to see their wishes fulfilled, the success of Porto Alegre is not particularly impressive. In contrast, the PB of Potsdam, in Germany, has witnessed a steadily increasing participation over the last 10 years to currently more than 10% of the electorate. The secret lies in the gamified concept of the PB, which is shaped very similarly to the format of American Idol. Gamification is also successful in the field of large infrastructure projects. The key success factors are: choice of substantially different variants (e.g., alternative routes, simple, transparent and fair rules, deliberation at the beginning, and majority voting at the end).
Kai Masser, Linda Mory
Chapter 6. Lessons Learned: An Author’s Digest
Abstract
Playing games is popular in all times and cultures. It comes as no surprise that gamification can help to cure the most severe problems facing citizens’ participation: The non-participation of the citizens. Deliberation seeks the one and only best decision, while gamification strives to pick a decision out of at least two alternatives and is anything but a trivial concept. The trick is to define the goal and the rules of the game in such a manner that it is attractive to play. Additionally, visualization and 3D animation are helpful tools. Although very challenging for the developer, it is also thrilling and joyful because the result is the subject of gamification in itself: Will the game work? Which result will it bring?
Kai Masser, Linda Mory
Backmatter
Metadaten
Titel
The Gamification of Citizens' Participation in Policymaking
verfasst von
Dr. Kai Masser
Dr. Linda Mory
Copyright-Jahr
2018
Electronic ISBN
978-3-319-78571-4
Print ISBN
978-3-319-78570-7
DOI
https://doi.org/10.1007/978-3-319-78571-4