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Gamification as a Trend in the Development of Civic and Political Participation. / Sergeyeva, Olga; Bogomiagkova, Elena ; Orekh, Ekaterina; Kolesnik, Natalia.

Electronic Governance and Open Society: Challenges in Eurasia: 6th International Conference, EGOSE 2019, St. Petersburg, Russia, November 13–14, 2019, Proceedings. ed. / Andrei Chugunov; Dmitrii Trutnev; Igor Khodachek; Yuri Misnikov. Cham : Springer Nature, 2020. p. 125-137 (Communications in Computer and Information Science; Vol. 1135).

Research output: Chapter in Book/Report/Conference proceedingConference contributionResearchpeer-review

Harvard

Sergeyeva, O, Bogomiagkova, E, Orekh, E & Kolesnik, N 2020, Gamification as a Trend in the Development of Civic and Political Participation. in A Chugunov, D Trutnev, I Khodachek & Y Misnikov (eds), Electronic Governance and Open Society: Challenges in Eurasia: 6th International Conference, EGOSE 2019, St. Petersburg, Russia, November 13–14, 2019, Proceedings. Communications in Computer and Information Science, vol. 1135, Springer Nature, Cham, pp. 125-137, EGOSE 2019 - Electronic Governance and Open Society: Challenges in Eurasia, Санкт-Петербург, Russian Federation, 13/11/19. https://doi.org/10.1007/978-3-030-39296-3_10

APA

Sergeyeva, O., Bogomiagkova, E., Orekh, E., & Kolesnik, N. (2020). Gamification as a Trend in the Development of Civic and Political Participation. In A. Chugunov, D. Trutnev, I. Khodachek, & Y. Misnikov (Eds.), Electronic Governance and Open Society: Challenges in Eurasia: 6th International Conference, EGOSE 2019, St. Petersburg, Russia, November 13–14, 2019, Proceedings (pp. 125-137). (Communications in Computer and Information Science; Vol. 1135). Springer Nature. https://doi.org/10.1007/978-3-030-39296-3_10

Vancouver

Sergeyeva O, Bogomiagkova E, Orekh E, Kolesnik N. Gamification as a Trend in the Development of Civic and Political Participation. In Chugunov A, Trutnev D, Khodachek I, Misnikov Y, editors, Electronic Governance and Open Society: Challenges in Eurasia: 6th International Conference, EGOSE 2019, St. Petersburg, Russia, November 13–14, 2019, Proceedings. Cham: Springer Nature. 2020. p. 125-137. (Communications in Computer and Information Science). https://doi.org/10.1007/978-3-030-39296-3_10

Author

Sergeyeva, Olga ; Bogomiagkova, Elena ; Orekh, Ekaterina ; Kolesnik, Natalia. / Gamification as a Trend in the Development of Civic and Political Participation. Electronic Governance and Open Society: Challenges in Eurasia: 6th International Conference, EGOSE 2019, St. Petersburg, Russia, November 13–14, 2019, Proceedings. editor / Andrei Chugunov ; Dmitrii Trutnev ; Igor Khodachek ; Yuri Misnikov. Cham : Springer Nature, 2020. pp. 125-137 (Communications in Computer and Information Science).

BibTeX

@inproceedings{27ba7890343c47a19b2a37219df1f23e,
title = "Gamification as a Trend in the Development of Civic and Political Participation",
abstract = "The paper analyzes the methods of gamification in the practices of civic and political participation and it identifies research questions about the problems and prospects of this trend of social inclusion. Gamification creates a new experience of political actors, be it a leader, a political consultant or a representative of the masses; a review of the research allows us to clarify the actual “growth points” of social analytics of gamification. Particular attention is paid to cases related to game mechanics of urban participation, immersive journalism and the use of digital resources by political technologists in election campaigns. The analysis of the scientific discussion about urban participatory democracy revealed that the success of these practices is influenced not only by political will of the coordination potential of the local social structure but also by autonomy and financial capabilities of a political organization interested in civil participation and the design of the participation process. The possible examples of immersive journalism and its gamified product, newsgames, in Russian realities are such information resources as “Lentach” and “Meduza”. New digital products are actively used by politicians and political technologists at the federal and regional levels. In conclusion, the authors discussed the phenomena of interpassivity.",
keywords = "Digital media, Gamification, Participatory culture, Digital engagement, Political alienation, Participatory Budgeting, Newsgames",
author = "Olga Sergeyeva and Elena Bogomiagkova and Ekaterina Orekh and Natalia Kolesnik",
note = "Sergeyeva O., Bogomiagkova E., Orekh E., Kolesnik N. (2020) Gamification as a Trend in the Development of Civic and Political Participation. In: Chugunov A., Khodachek I., Misnikov Y., Trutnev D. (eds) Electronic Governance and Open Society: Challenges in Eurasia. EGOSE 2019. Communications in Computer and Information Science, vol 1135. Springer, Cham; null ; Conference date: 13-11-2019 Through 14-11-2019",
year = "2020",
doi = "10.1007/978-3-030-39296-3_10",
language = "English",
isbn = "9783030392956",
series = "Communications in Computer and Information Science",
publisher = "Springer Nature",
pages = "125--137",
editor = "Andrei Chugunov and Dmitrii Trutnev and Igor Khodachek and Yuri Misnikov",
booktitle = "Electronic Governance and Open Society: Challenges in Eurasia",
address = "Germany",
url = "http://egov-conf.ifmo.ru/programme.html",

}

RIS

TY - GEN

T1 - Gamification as a Trend in the Development of Civic and Political Participation

AU - Sergeyeva, Olga

AU - Bogomiagkova, Elena

AU - Orekh, Ekaterina

AU - Kolesnik, Natalia

N1 - Sergeyeva O., Bogomiagkova E., Orekh E., Kolesnik N. (2020) Gamification as a Trend in the Development of Civic and Political Participation. In: Chugunov A., Khodachek I., Misnikov Y., Trutnev D. (eds) Electronic Governance and Open Society: Challenges in Eurasia. EGOSE 2019. Communications in Computer and Information Science, vol 1135. Springer, Cham

PY - 2020

Y1 - 2020

N2 - The paper analyzes the methods of gamification in the practices of civic and political participation and it identifies research questions about the problems and prospects of this trend of social inclusion. Gamification creates a new experience of political actors, be it a leader, a political consultant or a representative of the masses; a review of the research allows us to clarify the actual “growth points” of social analytics of gamification. Particular attention is paid to cases related to game mechanics of urban participation, immersive journalism and the use of digital resources by political technologists in election campaigns. The analysis of the scientific discussion about urban participatory democracy revealed that the success of these practices is influenced not only by political will of the coordination potential of the local social structure but also by autonomy and financial capabilities of a political organization interested in civil participation and the design of the participation process. The possible examples of immersive journalism and its gamified product, newsgames, in Russian realities are such information resources as “Lentach” and “Meduza”. New digital products are actively used by politicians and political technologists at the federal and regional levels. In conclusion, the authors discussed the phenomena of interpassivity.

AB - The paper analyzes the methods of gamification in the practices of civic and political participation and it identifies research questions about the problems and prospects of this trend of social inclusion. Gamification creates a new experience of political actors, be it a leader, a political consultant or a representative of the masses; a review of the research allows us to clarify the actual “growth points” of social analytics of gamification. Particular attention is paid to cases related to game mechanics of urban participation, immersive journalism and the use of digital resources by political technologists in election campaigns. The analysis of the scientific discussion about urban participatory democracy revealed that the success of these practices is influenced not only by political will of the coordination potential of the local social structure but also by autonomy and financial capabilities of a political organization interested in civil participation and the design of the participation process. The possible examples of immersive journalism and its gamified product, newsgames, in Russian realities are such information resources as “Lentach” and “Meduza”. New digital products are actively used by politicians and political technologists at the federal and regional levels. In conclusion, the authors discussed the phenomena of interpassivity.

KW - Digital media

KW - Gamification

KW - Participatory culture

KW - Digital engagement

KW - Political alienation

KW - Participatory Budgeting

KW - Newsgames

UR - http://www.scopus.com/inward/record.url?scp=85082556149&partnerID=8YFLogxK

U2 - 10.1007/978-3-030-39296-3_10

DO - 10.1007/978-3-030-39296-3_10

M3 - Conference contribution

SN - 9783030392956

T3 - Communications in Computer and Information Science

SP - 125

EP - 137

BT - Electronic Governance and Open Society: Challenges in Eurasia

A2 - Chugunov, Andrei

A2 - Trutnev, Dmitrii

A2 - Khodachek, Igor

A2 - Misnikov, Yuri

PB - Springer Nature

CY - Cham

Y2 - 13 November 2019 through 14 November 2019

ER -

ID: 50999800