How to Gamify e-government services? A Taxonomy of Game Elements
Visualitza/Obre
Altres autors/es
Data de publicació
2022DOI
https:doi.org/10.4018/978-1-7998-9223-6.ch004
ISBN
9781799892250
Resum
Gamification has been employed in e-government services domain over the
past twenty years. The literature shows that gamification still lacks formal definitions
to support the design of gamified strategies in e-government platforms and services.
This document displays a taxonomy of game elements for e-government services.
Authors first identified and analysed the game elements commonly employed by
gamification frameworks and models focused on e-government services. Next,
researchers determined a taxonomy composed of gamification elements for egovernment
services. The gamification elements are: Reputation, Competition,
Cooperation-Team, Social interaction, Progress bar, Reward-prize, Level, Badge, Point,
Ranking-Leaderboard, Mission, Puzzle, Goal, Customization, Emotion, Vote, User
profile, Player roles, Stories, Avatar, Rule, Lifetime, Economy, Imposed Choice-Action,
Forum, Chat, Share, Post, Emoticons and Location tagging. All these game elements
were collected from the literature. Next, to evaluate the taxonomy, the authors
conducted workshops, in 3 rounds, with 19 gamification experts to evaluate the
taxonomy. The proposed taxonomy, with 30 game elements, was well accepted of the
experts because helps to standardising the game elements employed in e-government
services. Authors also believe that the taxonomy created can be used within most
existing frameworks, since its definitions cover most of the elements that exist in
previous frameworks in e-government services.
Tipus de document
Capítol o part de llibre
Llengua
Anglès
Paraules clau
Gamificació
E-government
Game elements
Taxonomy
User Profile
Pàgines
21 p.
Publicat per
IGI Global
Citació
Contreras-Espinosa, R. S., Eguia-Gomez, J.L. (2022). How to Gamify E-Government Services?: A Taxonomy of Game Elements. Dins Oscar Bernardes, Vanessa Amorim António Carrizo Moreira, Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations. (p. 86-104)
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