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Public Services Innovation Through Gamification. From Concept to Implementation

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Ergonomics and Nudging for Health, Safety and Happiness (SIE 2022)

Abstract

The present work focuses on gamification applied to public service innovation, with a specific focus on the commoning paradigm as an alternative form of collaboration among citizens and public administrations.

In the proposed innovation scenario, gamification – the use of game elements for non-game contexts – is proposed and investigated as a strategy to promote the citizens’ active engagement in the co-management and co-creation of novel public services. The paper outlines the core elements of the strategy, co-designed with the stakeholders. Moreover, the implementation of the “Gamification Engine” is presented as a building block enabling an open-ended gamification strategy to be applied to innovative public services.

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Notes

  1. 1.

    CO3 stands for: Co-design, Co-produce, and Co-management of innovative public services along with citizens. H2020-SC6-Transformations-2018–2019-2020, Socio-economic and cultural transformations in the context of the fourth industrial revolution). Grant Agreement n. 822615. www.projectco3.eu.

  2. 2.

    eGovernment action plan: https://digital-strategy.ec.europa.eu/en/policies/egovernment-action-plan.

  3. 3.

    H2020-SC6-Transformations-2018–2019-2020, Socio-economic and cultural transformations in the context of the fourth industrial revolution). Grant Agreement n. 822615.

    www.projectco3.eu.

  4. 4.

    The online form is available in 5 languages at: https://www.projectco3.eu/wp-content/gamificationformv4.

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Acknowledgements

This work was funded by the European Commission through the CO3 project (H2020-SC6-Transformations-2018-2019-2020, Socio-economic and cultural transformations in the context of the fourth industrial revolution), Grant Agreement n. 822615.

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Correspondence to Antonella Frisiello .

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Frisiello, A., Chiesa, M., Contreras-Espinosa, R.S., Eguia-Gomez, J.L. (2023). Public Services Innovation Through Gamification. From Concept to Implementation. In: Bellandi, T., Albolino, S., Bilancini, E. (eds) Ergonomics and Nudging for Health, Safety and Happiness. SIE 2022. Springer Series in Design and Innovation , vol 28. Springer, Cham. https://doi.org/10.1007/978-3-031-28390-1_17

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  • DOI: https://doi.org/10.1007/978-3-031-28390-1_17

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