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Install this application on your home screen for quick and easy access when you’re on the go.
Just tap then “Add to Home Screen”
Building: A - Faculty of Law, Floor: 3, Room: 350
Tuesday 10:45 - 12:30 CEST (05/09/2023)
Gamification is defined as the use of game design elements in non-game contexts. According to its advocates, the use of tools typical of video games such as points, badges, and leaderboards, could provide positive and engaging experiences, motivating individuals to behave in a particular way. While advocates praise the salvific force of gamification, critics argued that it is inextricably linked to the logics of choice, agency, and individual autonomy central to neoliberalism, and that it could foster new possibilities for surveillance. In the last years, gamification tools have been employed in the fields of marketing, work, education, and – increasingly – politics. Yet, despite an increasing societal interest, the literature has only rarely focused on gamification in politics. Therefore, the panel welcomes contributions on gamification in (digital) politics, aiming to answer to the following research questions: ▪️ How gamification is used in politics, e.g. by parties, movements, institutions? ▪️ Does gamification foster citizens’ participation? ▪️ Which are the risks of the use of gamification in politics? Papers focusing on single case studies, adopting a comparative research design, and theoretical papers will be welcomed.
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Fault reporting platforms for an optimized management of public infrastructures in Western European cities: the death of politic? | View Paper Details |
(H)Appy Citizens? A political science perspective on the value of political Apps for democratic systems | View Paper Details |
Business as usual? How gamification transforms internal party democracy | View Paper Details |
Democratic innovations as serious games | View Paper Details |
Genealogy and some experiences of gamification in Italian politics, 2013-2019 | View Paper Details |