dc.contributor | Universitat de Vic - Universitat Central de Catalunya. Grup de Recerca en Tractament de Dades i senyals | |
dc.contributor | Universitat Politècnica de Catalunya | |
dc.contributor.author | Contreras, Ruth S. (Ruth Sofhía) | |
dc.contributor.author | Eguía, José Luis | |
dc.date.accessioned | 2022-03-16T08:28:51Z | |
dc.date.available | 2022-03-16T08:28:51Z | |
dc.date.created | 2022 | |
dc.date.issued | 2022 | |
dc.identifier.citation | Contreras-Espinosa, R. S., Eguia-Gomez, J.L. (2022). How to Gamify E-Government Services?: A Taxonomy of Game Elements. Dins Oscar Bernardes, Vanessa Amorim António Carrizo Moreira, Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations. (p. 86-104) | es |
dc.identifier.isbn | 9781799892250 | |
dc.identifier.uri | http://hdl.handle.net/10854/7047 | |
dc.description.abstract | Gamification has been employed in e-government services domain over the past twenty years. The literature shows that gamification still lacks formal definitions to support the design of gamified strategies in e-government platforms and services. This document displays a taxonomy of game elements for e-government services. Authors first identified and analysed the game elements commonly employed by gamification frameworks and models focused on e-government services. Next, researchers determined a taxonomy composed of gamification elements for egovernment services. The gamification elements are: Reputation, Competition, Cooperation-Team, Social interaction, Progress bar, Reward-prize, Level, Badge, Point, Ranking-Leaderboard, Mission, Puzzle, Goal, Customization, Emotion, Vote, User profile, Player roles, Stories, Avatar, Rule, Lifetime, Economy, Imposed Choice-Action, Forum, Chat, Share, Post, Emoticons and Location tagging. All these game elements were collected from the literature. Next, to evaluate the taxonomy, the authors conducted workshops, in 3 rounds, with 19 gamification experts to evaluate the taxonomy. The proposed taxonomy, with 30 game elements, was well accepted of the experts because helps to standardising the game elements employed in e-government services. Authors also believe that the taxonomy created can be used within most existing frameworks, since its definitions cover most of the elements that exist in previous frameworks in e-government services. | es |
dc.description.sponsorship | Co-funded by the Horizon 2020 programme of the Europena Union CO3 project Grant Agreement 822615 | |
dc.format | application/pdf | es |
dc.format.extent | 21 p. | es |
dc.language.iso | eng | es |
dc.publisher | IGI Global | es |
dc.rights | Tots els drets reservats | es |
dc.rights | (c) 2022 by IGI Global- All rights reserved. | |
dc.subject.other | Gamificació | es |
dc.subject.other | E-government | es |
dc.subject.other | Game elements | es |
dc.subject.other | Taxonomy | es |
dc.subject.other | user profile | es |
dc.title | How to Gamify e-government services? A Taxonomy of Game Elements | es |
dc.type | info:eu-repo/semantics/bookPart | es |
dc.identifier.doi | https:doi.org/10.4018/978-1-7998-9223-6.ch004 | |
dc.rights.accessRights | info:eu-repo/semantics/restrictedAccess | es |
dc.type.version | info:eu-repo/acceptedVersion | es |