Gamification of Public Policies: Case Studies in Health, Environment and Security

Objectives: Gamification in public policy is a recent development in academic literature. Research in this area has demonstrated an exciting way of building greater effectiveness in applying specific public policies. However, a broader look at the different public policies and how gamification can contribute has been little explored. Theoretical Reference: The studies identified are restricted to different areas of public policy but without a correlation between the other possibilities for building public value in the various areas. Based on this gap, we propose in our study to discuss different approaches and fields of public policy in applying game elements as a strategy to increase the generation of public value and citizen engagement. Methodology: The method used is a multiple case study. Data collection was secondary, starting from single case studies and carrying out the findings in a comparison process. Results and Discussion: We identified that the analysis and proper understanding of these cases reinforces the relevance of gamification as an innovative and effective strategy in promoting positive public policy actions, thus boosting public service improvement and citizens' active participation. Implications: The main implication of the results for practice is the presentation and discussion of different cases and ways of using gamification to leverage the effects and effectiveness of public policies, showing managers the potential gains of this practice. Originality: The article presents a multiple case study, in which the authors make a discussion not presented in the individual cases, showing the different possibilities of gamification for public policies.

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Publication Details

Journal
Revista de Gestão Social e Ambiental
Published
2024-09-03
DOI
https://doi.org/10.24857/rgsa.v18n9-187
Primary Topic
Educational Games and Gamification
Type
article
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article

Gamification of Public Policies: Case Studies in Health, Environment and Security

Ettore de Carvalho Oriol, Maíra Gabriela Santos de Souza, Paulo Roberto Gitirana de Araújo Guerra
Revista de Gestão Social e Ambiental
Educational Games and Gamification
article

Gamification of Public Policies: Case Studies in Health, Environment and Security

Ettore de Carvalho Oriol, Maíra Gabriela Santos de Souza, Paulo Roberto Gitirana de Araújo Guerra
article en

Abstract

Objectives: Gamification in public policy is a recent development in academic literature. Research in this area has demonstrated an exciting way of building greater effectiveness in applying specific public policies. However, a broader look at the different public policies and how gamification can contribute has been little explored. Theoretical Reference: The studies identified are restricted to different areas of public policy but without a correlation between the other possibilities for building public value in the various areas. Based on this gap, we propose in our study to discuss different approaches and fields of public policy in applying game elements as a strategy to increase the generation of public value and citizen engagement. Methodology: The method used is a multiple case study. Data collection was secondary, starting from single case studies and carrying out the findings in a comparison process. Results and Discussion: We identified that the analysis and proper understanding of these cases reinforces the relevance of gamification as an innovative and effective strategy in promoting positive public policy actions, thus boosting public service improvement and citizens' active participation. Implications: The main implication of the results for practice is the presentation and discussion of different cases and ways of using gamification to leverage the effects and effectiveness of public policies, showing managers the potential gains of this practice. Originality: The article presents a multiple case study, in which the authors make a discussion not presented in the individual cases, showing the different possibilities of gamification for public policies.

Revista de Gestão Social e AmbientalVol. 18(9)
Fundação Dom Cabral (BR)
Peace, Justice and strong institutions
Openalex Percentile: Top 82%
Educational Games and Gamification
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