19,089 research outputs found

    All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance

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    As games and gamified applications gain prominence in the academic debate on participatory practices, it is worth examining whether the application of such tools in the daily planning practice could be beneficial. This study identifies a research–practice gap in the current state of participatory urban planning practices in three European cities. Planners and policymakers acknowledge the benefits of employing such tools to illustrate complex urban issues, evoke social learning, and make participation more accessible. However, a series of impediments relating to planners’ inexperience with participatory methods, resource constraints, and sceptical adult audiences, limits the broader application of games and gamified applications within participatory urban planning practices. Games and gamified applications could become more widely employed within participatory planning processes when process facilitators become better educated and better able to judge the situations in which such tools could be implemented as part of the planning process, and if such applications are simple and useful, and if their development process is based on co-creation with the participating publics

    Engagement of Citizens in e-Government, a Conceptual Framework Using Serious Gaming

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    A thesis submitted in partial fulfilment of the requirement of the University of Wolverhampton for the degree of Doctor of PhilosophyThis study explores the challenge of low citizen engagement and participation in e-Government in terms of lack of knowledge, experience, trust in e-Services and government itself. The research addressed the issues of factors that influence citizens' acceptance and adoption of e-government services in Libya, how to overcome the barriers, and determine serious games can promote citizen usage. This study applied an integrated approach utilising the Technology Acceptance Model and Trustworthiness Model theoretical models in a focused framework of intention to use. This research applied mixed research methodology, with exploratory sequential case study (quantitative) and qualitative investigation of the Libyan e-Government project and barriers to its implementation by semi-structured interviews. Furthermore, a quantitative survey questionnaire was used to validate the proposed framework, and a post-test questionnaire was also used to evaluate the effectiveness of the serious game. A conceptual framework was developed for all factors that may affect users’ intention to use e-Services and determine the adoption needs: the two main factors are e-Government adoption issues (including citizen trust in government, e-Services and the internet) and knowledge and experience. Using serious games is of a great value in learning and expanding knowledge, practicing and training, building self-confidence, and increasing security and privacy mechanisms. It would build trust between users and agencies by experiencing e-Services’ reliability, dependability, efficiency and capability, thus promoting adoption and use

    Engagement of Citizens in e-Government, a Conceptual Framework Using Serious Gaming

    Get PDF
    A thesis submitted in partial fulfilment of the requirement of the University of Wolverhampton for the degree of Doctor of PhilosophyThis study explores the challenge of low citizen engagement and participation in e-Government in terms of lack of knowledge, experience, trust in e-Services and government itself. The research addressed the issues of factors that influence citizens' acceptance and adoption of e-government services in Libya, how to overcome the barriers, and determine serious games can promote citizen usage. This study applied an integrated approach utilising the Technology Acceptance Model and Trustworthiness Model theoretical models in a focused framework of intention to use. This research applied mixed research methodology, with exploratory sequential case study (quantitative) and qualitative investigation of the Libyan e-Government project and barriers to its implementation by semi-structured interviews. Furthermore, a quantitative survey questionnaire was used to validate the proposed framework, and a post-test questionnaire was also used to evaluate the effectiveness of the serious game. A conceptual framework was developed for all factors that may affect users’ intention to use e-Services and determine the adoption needs: the two main factors are e-Government adoption issues (including citizen trust in government, e-Services and the internet) and knowledge and experience. Using serious games is of a great value in learning and expanding knowledge, practicing and training, building self-confidence, and increasing security and privacy mechanisms. It would build trust between users and agencies by experiencing e-Services’ reliability, dependability, efficiency and capability, thus promoting adoption and use

    Teensites.com: A Field Guide to the New Digital Landscape

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    A 2001 report from the Center for Media Education, provided here as background to work produced by Kathryn Montgomery after coming to American University and CSM (see http://www.centerforsocialmedia.org/resources/publications/ecitizens/index2.htm -- Youth as E-Citizens'), surveys the burgeoning digital media culture directed at -- and in some cases created by -- teens.This report surveys the burgeoning new media culture directed at -- and in some cases created by -- teens. TeenSites.com -- A Field Guide to the New Digital Landscape examines the uniquely interactive nature of the new media, and explores the ways in which teens are at once shaping and being shaped by the electronic culture that surrounds them

    Using Participatory Media and Public Voice to Encourage Civic Engagement

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    Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth. Teaching young people how to use digital media to convey their public voices could connect youthful interest in identity exploration and social interaction with direct experiences of civic engagement. Learning to use blogs ("web logs," web pages that are regularly updated with links and opinion), wikis (web pages that non-programmers can edit easily), podcasts (digital radio productions distributed through the Internet), and digital video as media of self-expression, with an emphasis on "public voice," should be considered a pillar -- not just a component -- of twenty-first-century civic curriculum. Participatory media that enable young people to create as well as consume media are popular among high school and college students. Introducing the use of these media in the context of the public sphere is an appropriate intervention for educators because the rhetoric of democratic participation is not necessarily learnable by self-guided point-and-click experimentation. The participatory characteristics of online digital media are described, examples briefly cited, the connection between individual expression and public opinion discussed, and specific exercises for developing a public voice through blogs, wikis, and podcasts are suggested. A companion wiki provides an open-ended collection of resources for educators: https://www.socialtext.net/medialiteracy

    E-participatory Approaches in Urban Design

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    The phenomenon of planning involving citizen’s participation in planning literature has been from the second half of the 20th century. Indeed, different methods and techniques have been used in the process. However, participatory practices are time-consuming and negotiations are tiresome. Accordingly, the integration of developing digital technologies into participatory processes has been seen as a potential to reach large audiences and provide time-space independence. Within the scope of this research, a detailed literature review was done regarding e-participation, and ten (10) examples representing the upper levels at the ladder of participation were examined within the context of the project, participation, and socio-technical criteria. SWOT analyzes were structured by grouping similar applications, and current trends for the use of e-participation in urban design have been revealed. The analysis showed that citizens e participation- participation tend to allow citizen design or location-based interaction, playful interfaces and game elements which can be sources for encouragement.

    The new role of citizens as co-creators of socio-digital innovations and urban development: A case-study of participation and co-creation in the smart city development of Barcelona.

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    Die vorliegende Masterarbeit untersucht aktuelle Trends in der Stadtplanung und Design, um zu analysieren, wie BĂŒrger an der Mitgestaltung von Smart Cities beteiligt werden können. Ziel ist es, ein ganzheitliches VerstĂ€ndnis der neueren Konzepte und Methoden von Co-Design und Co-creation zu entwickeln und diese mit den etablierteren Forschungsfeldern der BĂŒrgerbeteiligung und Koproduktion zu vergleichen. Koproduktion und Co-Creation können als verbesserte Partizipation oder Partnerschaft in Bezug auf die Partizipationsleiter verstanden werden, da beide Konzepte Beziehungen auf Augenhöhe zwischen BĂŒrger und Stadtverwaltung voraussetzen. In Ă€hnlicher Weise gesteht Co-Design, Designern und Usern die gleichen Rechte und Möglichkeiten im Gestaltungsprozess zu. Es wird eine ganzheitliche Definition des Co-Creation-Prozesses dargelegt, die Erkenntnisse aus Co-Design, Co-Produktion und Partizipation beinhaltet und Co-Creation als einen Prozess versteht, der aus Initiation, Design und Produktion besteht. Die Smart City als sich rasch entwickelndes Forschungsfeld, Definitionen und Charakteristika sowie populĂ€re imaginĂ€re und dominante Diskurse werden vorgestellt. Um die Rolle des BĂŒrgers zur Smart City zu verstehen, werden die unterschiedlichen VerstĂ€ndnisse von Smart Governance erlĂ€utert und Aspekte von Open Data, Big Data und Big Data Analytics sowie die Rolle von BĂŒrgern und Gefahren der Smart City diskutiert. In der Fallstudie zur BĂŒrgerbeteiligung werden Methoden und Werkzeuge zur Förderung der Mitgestaltung einer Smart City anhand Partizipationsleiter von (Arnstein 1969) diskutiert und analysiert. Die Smart City Entwicklung in Barcelona wird vor dem Hintergrund der gemeinschaftlichen Entwicklung sozialer Innovationen in Smart Cities analysiert. Die Fallstudie verweist auf MĂ€ngel im Hinblick auf BĂŒrgerbeteiligung an der Entscheidungsfindung und an der Verlagerung von MachtverhĂ€ltnissen in der Entwicklung der Smart City Barcelona, die dafĂŒr aber mit neuen Werkzeugen und Technologien fĂŒr partizipative Stadtentwicklung experimentiert und sich zu einem alternativen Smart City Modell entwickelt. Die wichtigsten Ergebnisse sind abschließend im Methodenkatalog zusammengefasst, der Methoden und Tools aus Theorie und Fallstudie aufgreift um zu dem VerstĂ€ndnis beizutragen, wie Smart Cities gemeinsam gestaltet werden können.This thesis studies current trends in planning and design studies to analyse how citizens can participate in the co-creation of smart cities. It aims at developing a holistic understanding of the new concepts and methods of co-creation, and co-design and compares those with the more established research fields of citizen participation and co-production. Co-production and co-creation can be understood as instances of enhanced participation or as a partnership in participation, as both concepts require equal relationships among citizens and the city administration. Similarly, co-design requires designers and users to share the same rights and possibilities in the design process. A holistic definition of the co-creation process is provided that incorporates insights from co-design, co-production and participation and defines co-creation as a process consisting of initiation, design and production. The smart city as emerging research field, definitions and characteristics, as well as popular imaginary and dominant discourses, are presented. To grasp the role of the citizen in the smart city, the different understandings of smart governance are explained and aspects of to open data, big data and big data analytics, as well as the role of citizens and perils of the smart city are discussed. In the case-study of citizen participation methods and tools fostering the co-creation of a smart city are discussed and analysed with the introduced participation framework, which is based on the ladder of participation (Arnstein 1969). The smart city development in Barcelona is analysed against the backdrop of co-creating social innovations in smart cities. There might be a lack of citizen participation in decision-making and shifting power relations in the city, which experiments nonetheless with new tools and technologies for the participatory environment experiments with new formats and technologies for economic and urban development and evolves to become an alternative model of the smart city. The main findings are included in the toolbox based on methods and tools from theory and the case-study contributing to the knowledge of how to co-create of smart cities

    Towards a global participatory platform: Democratising open data, complexity science and collective intelligence

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    The FuturICT project seeks to use the power of big data, analytic models grounded in complexity science, and the collective intelligence they yield for societal benefit. Accordingly, this paper argues that these new tools should not remain the preserve of restricted government, scientific or corporate Ă©lites, but be opened up for societal engagement and critique. To democratise such assets as a public good, requires a sustainable ecosystem enabling different kinds of stakeholder in society, including but not limited to, citizens and advocacy groups, school and university students, policy analysts, scientists, software developers, journalists and politicians. Our working name for envisioning a sociotechnical infrastructure capable of engaging such a wide constituency is the Global Participatory Platform (GPP). We consider what it means to develop a GPP at the different levels of data, models and deliberation, motivating a framework for different stakeholders to find their ecological niches at different levels within the system, serving the functions of (i) sensing the environment in order to pool data, (ii) mining the resulting data for patterns in order to model the past/present/future, and (iii) sharing and contesting possible interpretations of what those models might mean, and in a policy context, possible decisions. A research objective is also to apply the concepts and tools of complexity science and social science to the project's own work. We therefore conceive the global participatory platform as a resilient, epistemic ecosystem, whose design will make it capable of self-organization and adaptation to a dynamic environment, and whose structure and contributions are themselves networks of stakeholders, challenges, issues, ideas and arguments whose structure and dynamics can be modelled and analysed. Graphical abstrac
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