Skip to main content

Advertisement

Log in

A gamification framework for getting residents closer to public institutions

  • Original Research
  • Published:
Journal of Ambient Intelligence and Humanized Computing Aims and scope Submit manuscript

Abstract

All around the world, people are shifting towards cities to get closer to services, for better working conditions or just because they enjoy the proximity of such a vast myriad of opportunities that just cities can give. This trend has always been there throughout the years, but recently there has been an exponential growth. This pressure that citizens put under cities, calls for a better management of public institutions and services. In addition, the widely available technology, particularly with the huge growth of mobile device users, created the need and the opportunity for new digital services and platforms. Making a city “smart” is emerging as a strategy to mitigate the problems generated by the urban population growth and rapid urbanization. New ways of achieving the intended goals are being developed and tested. Gamification is an example, where institutions and people’s communication is encouraged through the offering of incentives and rewards that potentiate involvement with that particular institution. Hence, in this work we present a framework for gamification in smart cities, with a digital implemented solution being presented in the form of a mobile application, which aims to improve city hall public services and people’s communication, bringing them closer together.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1

Retrieved from (IBM 2018)

Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9

Similar content being viewed by others

References

  • Akpolat BS, Slany W (2014) Enhancing software engineering student team engagement in a high-intensity extreme programming course using gamification. In: 2014 IEEE 27th conference on software engineering education and training (CSEE&T), pp 149–53

  • Aziz A, Mushtaq A, Anwar M (2017) Usage of gamification in enterprise: a review. In: 2017 international conference on communication, computing and digital systems (C-CODE), pp 249–52

  • Boulton A, Brunn S, Devriendt L (2011) Cyberinfrastructures and ‘Smart’ World Cities: physical, human and soft infrastructures. In: International Handbook of Globalization and World Cities (ed.) Belgium Ben Derudder, Ghent University, Belgium, Michael Hoyler, Geography and Environment, School of Social Sciences, Loughborough University, Peter J. Taylor, FBA Professor of Human Geography, Northumbria University, UK and Frank Witlox, Ghent University. Edward Elgar Pub, p 584

  • Buchem I et al (2015) Gamification designs in wearable enhanced learning for healthy ageing. In: 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), pp 9–15

  • Dameri R (2013) Searching for smart city definition: a comprehensive proposal. Int J Comput Technol 11(5):2544–2551. https://cirworld.com/index.php/ijct/article/view/1142ijct. Accessed 14 June 2019

  • Deterding S et al (2011) Gamification. Using game-design elements in non-gaming contexts. In: CHI’11 extended abstracts on human factors in computing systems, CHI EA’11. ACM, New York, pp 2425–28

  • Dynata LLC (2019) “IPoll.” https://www.ipoll.com/en. Accessed 3 July 2019

  • Education, Acer for (2017) The benefits of gaming in education: The BuildAWorld Case. Acer for Education

  • Faghihi U et al (2014) How gamification applies for educational purpose specially with College Algebra. Procedia Comput Sci 41:182–187

    Article  Google Scholar 

  • Fernandes B, José N, Cesar A (2017) Road safety and vulnerable road users—internet of people insights. In: Helfert M, Klein C, Donnellan B (eds) Proceedings of the 6th international conference on smart cities and green ICT systems. Scitepress—Science and Technology Publications, Porto, 311–16

  • Fernandes B, Silva F, Analide C, Neves J (2018) Crowd Sensing for Urban Security in Smart Cities. J Univers Comput Sci 24(3):302–321

    Google Scholar 

  • FieldAgent (2019) FieldAgent. https://www.fieldagent.net/ Accessed 3 July 2019

  • Freitas S, Maharg P (2011) Digital games and learning. Continuum

  • Giffinger R et al (2019) The Smart City Model

  • Gil-García JR, Pardo TA (2005) E-government success factors: mapping practical tools to theoretical foundations. Gov Inf Q 22(2):187–216

    Article  Google Scholar 

  • Green CS, Bavelier D (2012) Learning, attentional control, and action video games. Curr Biol 22(6):R197–R206

    Article  Google Scholar 

  • Griffiths M (2014) Playing video games is good for your brain—Here’s how. The Conversation

  • Hollands R (2008) Will the Real Smart City Please Stand Up? Intelligent, Progressive or Entrepreneurial? City 12(3):303–320

    Article  Google Scholar 

  • Huang Z, Zeng D, Chen H (2007) A comparison of collaborative-filtering recommendation algorithms for E-commerce. IEEE Intell Syst 22(5):68–78

    Article  Google Scholar 

  • IBM (2018) IBM Smarter Cities. https://www.ibm.com/smarterplanet/us/en/smarter_cities/overview/. Accessed 3 July 2019

  • IRMA (2015.) Gamification: concepts, methodologies, tools, and applications. IGI Global

  • Jaber Mohamed, Robinson Susan W, Missale Cristina, Caron Marc G (1996) Dopamine receptors and brain function. Neuropharmacology 35(11):1503–1519

    Article  Google Scholar 

  • Kanat IE, Siloju S, Raghu TS, Vinze AS (2013) Gamification of emergency response training: a public health example. In: 2013 IEEE international conference on intelligence and security informatics, pp 134–36

  • Kanter R (2012) Ten reasons people resist change. Harvard Business Review

  • Koukopoulos Z, Koukopoulos D, Jung JJ (2017) A trustworthy multimedia participatory platform for cultural heritage management in smart city environments. Multimed Tools Appl 76(24):25943–25981. https://doi.org/10.1007/s11042-017-4785-8

    Article  Google Scholar 

  • MyCity Guimaraes (2019) Municipio Guimaraes

  • Neves J, Felizes J (2007) E-participation in Portuguese local governments: a sociological approach. In: Conferência Da Associação Portuguesa de Sistemas de Informação, Aveiro, pp 370–78

  • Nguyen HL et al (2017) Event-driven trust refreshment on ambient services. IEEE Access 5:4664–4670

    Article  Google Scholar 

  • Niantic Inc. “Ingress.” https://www.ingress.com/ (July 3, 2019)

  • Olsson M, Högberg J, Wästlund E, Gustafsson A (2016) In-store gamification: testing a location-based treasure hunt app in a real retailing environment. In: 2016 49th Hawaii international conference on system sciences (HICSS), pp 1634–41

  • Reed K (2017) 12 Surprising Health Benefits of Playing Video Games. Positive Health Wellness

  • Richter G, Raban D, Rafaeli S (2015) Studying gamification: the effect of rewards and incentives on motivation. In, 21–46

  • Sharma G, Kharel P (2015) E-participation concept and Web 2.0 in E-government. Gen Sci Res 3(1):1–4

    Article  Google Scholar 

  • Silva F, Analide C (2017) Ubiquitous driving and community knowledge. J Ambient Intell Humaniz Comput 8(2):157–166

    Article  Google Scholar 

  • Silva BN, Khan M, Han K (2018) Towards sustainable smart cities: a review of trends, architectures, components, and open challenges in smart cities. Sustain Cities Soc 38:697–713. http://www.sciencedirect.com/science/article/pii/S2210670717311125. Accessed 14 June 2019

  • Soper T (2013) 1.2 billion people are playing games worldwide; 700 M of them are online. GeekWire

  • Streetspotr GmbH (2019) Streetspotr. https://streetspotr.com/. Accessed 3 July 2019

  • Survey.com (2019) Survey. https://survey.com/. Accessed 3 July 2019

  • Surveys on the go (2019) Surveys on the Go. http://www.surveysonthego.com/. Accessed 3 July 2019

  • TaskSpotting (2019) TaskSpotting. https://taskspotting.com/. Accessed 3 July 2019

  • Thiel S (2016) A review of introducing game elements to E-participation. In: 2016 conference for E-democracy and open government (CeDEM), pp 3–9

  • Tulloch R, Randell-Moon HE (2018) The politics of gamification: education, neoliberalism and the knowledge economy. Rev Educ Pedagogy Cult Stud 40(3):204–226

    Article  Google Scholar 

  • Urh M, Vukovic G, Jereb E, Pintar R (2015) The model for introduction of gamification into E-learning in higher education. Procedia Soc Behav Sci 197:388–397

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Manuel Rodrigues.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Rodrigues, M., Monteiro, V., Fernandes, B. et al. A gamification framework for getting residents closer to public institutions. J Ambient Intell Human Comput 11, 4569–4581 (2020). https://doi.org/10.1007/s12652-019-01586-7

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s12652-019-01586-7

Keywords

Navigation