Abstract
AbstractProblem structuring methods imply the involvement of stakeholders and aim to create a shared understanding of the problem and commitment among them. The process and outcomes of such interventions entirely depend on the stakeholder’s level of engagement and willingness to contribute to the discussion. Gamification, in its turn, has been extensively used to increase engagement in an activity and nudge certain behaviors. Several gamification frameworks exist for stakeholder engagement; however, none fully considers the context of the modeling workshops with stakeholders.In this paper, we focus on a specific method for problem structuring, called Participatory Modeling (PM), and aim to explore the essential components and steps to gamify the PM process. We look at the literature on gamification, stakeholder engagement, problem structuring methods and, specifically, PM. Based on this analysis, we propose a gamification framework for PM, which includes the steps commonly mentioned in other existing frameworks and more nuanced features within each step that are specific to the PM context. Emphasis is given to analyzing the context of the gamified activity, including such aspects as participants, group interaction, and modeling. In addition, consideration of ethical points and potential risks of gamification is suggested as a necessary step to prevent undesired side effects during the gamified PM process.The gamification framework for PM leads to a variety of ways in which gamified intervention can be designed and incorporated into the process. Further research on the appropriateness of gamification use, practical applications, their evaluation, and risks associated with gamified interventions can contribute to the extension and clarification of the proposed framework.
Funder
University of Technology Sydney
Publisher
Springer Science and Business Media LLC
Subject
Management of Technology and Innovation,Strategy and Management,General Social Sciences,Arts and Humanities (miscellaneous),General Decision Sciences
Cited by
1 articles.
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1. Enhancing Citizen Science Engagement Through Gamification: A Case Study of the SOCIO-BEE Project;2024 9th International Conference on Smart and Sustainable Technologies (SpliTech);2024-06-25