Gamification aspects in the context of electronic government and education: A case study

dc.contributor.authorFERNANDES, F. T.
dc.contributor.authorPlinio Thomaz Aquino Junior
dc.date.accessioned2022-01-12T21:59:27Z
dc.date.available2022-01-12T21:59:27Z
dc.date.issued2016
dc.description.abstract© Springer International Publishing Switzerland 2016.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.
dc.description.firstpage140
dc.description.lastpage150
dc.description.volume9752
dc.identifier.citationFERNANDES, F. T.; AQUINI JUNIOR, P. T. Gamification aspects in the context of electronic government and education: A case study. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), v. 9752, p. 140-150, jul. 2016.
dc.identifier.doi10.1007/978-3-319-39399-5_14
dc.identifier.issn1611-3349
dc.identifier.urihttps://repositorio.fei.edu.br/handle/FEI/3932
dc.relation.ispartofLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
dc.rightsAcesso Restrito
dc.subject.otherlanguageE-government
dc.subject.otherlanguageGamification
dc.subject.otherlanguageUser motivation
dc.titleGamification aspects in the context of electronic government and education: A case study
dc.typeArtigo de evento
fei.scopus.citations14
fei.scopus.eid2-s2.0-84978827762
fei.scopus.subjectCritical success factor
fei.scopus.subjectE-government services
fei.scopus.subjectE-governments
fei.scopus.subjectEducational services
fei.scopus.subjectElectronic government
fei.scopus.subjectGamification
fei.scopus.subjectUsability evaluation
fei.scopus.subjectUser motivation
fei.scopus.updated2024-08-01
fei.scopus.urlhttps://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=84978827762&origin=inward
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