<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Mobile phones and economic development in
Africa. Journal of Economic Perspectives</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Enhancing e-Participation via Gamification of e- Government Platforms: A Possible Solution to Sub- Saharan African e-Government Initiatives</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ebenezer Agbozo</string-name>
          <email>eagbozo@urfu.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Evgeny Chepurov</string-name>
          <email>evgeny.chepurov@urfu.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dpt. of Systems Analysis &amp; Decision Making, Ural Federal University</institution>
          ,
          <addr-line>Yekaterinburg</addr-line>
          ,
          <country country="RU">Russia.</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <volume>24</volume>
      <fpage>83</fpage>
      <lpage>86</lpage>
      <abstract>
        <p>- In this modern age, countless business growth techniques have been researched on and research has proven that involving clients by gamifying the whole business interaction process. Humans generally enjoy competition and rewards; thus people usually enjoy the thrill that comes with winning and being rewarded. Numerous organizations have employed the gamification methodology in order to grow their business, strengthen customer loyalty, generate leads, increase their competitive edge and ultimately increase revenue. If this is possible in the business world, it might as well be applicable in the Electronic Government (e-Government) ecosystem - gamified e-services - as long as governments are able to treat citizens as consumers. The gamification approach to e-government systems is necessary because numerous egovernment projects are abandoned as a result of citizen noninvolvement.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Keywords— e-Participation; Gamification;
Government; Public Sector; Citizen-Centered Design.
Electronic</p>
    </sec>
    <sec id="sec-2">
      <title>I. INTRODUCTION</title>
      <p>
        Whether in the Electronic Government (e-Government)
functionality of participatory decision making or general online
services, citizen engagement is crucial to the success or failure
of any e-government implementation. Organizations have
employed gamification techniques as a vehicle in advancing
their business to the next level, strengthen customer loyalty,
generate leads and increase their competitive edge and
ultimately increase revenue. An example is PLAYCALL, a
contact center performance management software which
“gamifies” performance allowing agents to see how their
performance ranks among others at the company and utilizes
KPIs (Key Performance Indicators) set by the company; a
worker can track their progress or lack thereof and can react
accordingly [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Just as the concept of gamification has been
      </p>
    </sec>
    <sec id="sec-3">
      <title>Copyright held by the author(s). 83</title>
      <p>essential to the success of modern day businesses, this article
expounds upon gamified e-services and their role in enhancing
electionic participation.</p>
      <p>In the next section, the concepts of e-participation and
gamification are explored respectively; how the latter
influences the former in the subsequent sections; the benefits
are looked into; and finally conclusions are made.</p>
    </sec>
    <sec id="sec-4">
      <title>II. LITERATURE REVIEW</title>
      <sec id="sec-4-1">
        <title>A. E-Government and E-Participation</title>
        <p>
          According to the UN E-Government 2016 Survey which
measures various e-Government related indicators,
eparticipation (electronic participation) which involves the use
of online services to engage citizens and non-citizens, is
quantified as value ranging from 0 to 1 and is measured as the
E-Participation Index (EPI) [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. According to the report, EPI
measures e-participation according to a three-level model of
participation that includes: (i) e-information – provision of
information on the Internet, (ii) e-consultation – organizing
public consultations online, and (iii) e-decision-making –
involving citizens directly in decision processes.
Eparticipation is a key element in the e-government cycle
because every information system is built for the end-user
primarily. As such e-participation levels determine the success
or failure of an e-government initiative. In order to achieve
maximum end-user e-participation, this article proposes a more
effective user-centered design approach which is encompassed
by the concept of gamification.
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Gamification</title>
        <p>
          In a study by Wood [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ], which involved applying elements
of behavioral psychology and gaming to business, it was
discovered that the same drive to participate found in the game
player could be brought out in customers and employees. A
system is said to be gamified when game design elements are
applied to a non-game context to change people's behavior [
          <xref ref-type="bibr" rid="ref6">7</xref>
          ].
A perfect illustration of gamification would be earning a point
for running a mile on a mobile application.
        </p>
        <p>
          Thiel [
          <xref ref-type="bibr" rid="ref5">6</xref>
          ]
achievement,
outlined
points,
the elements of
status, expression,
gamification;
feedback,
personalization, challenge, competition and time constraint, and
pointed out that game-related aspects serve the purpose of a)
creating a more gameful (e.g. fun) and therefore engaging
experience, which in turn aims to b) affect users' motivations.
The aim of gamification is to motivate players, hence, points
are accrued, luring the players to return to the game so as to
score more points. In a game, the rules are clearly defined,
there’s an obvious goal and one’s progress can be measured in
definite terms [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>
          Psychologist, Ian Robertson coined the terminology, The
Winner Effect, which simply holds the ideology that the more
people (players) take on a challenge, achieve and derive
pleasure, the more they want to do it in order to succeed [
          <xref ref-type="bibr" rid="ref7">8</xref>
          ].
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>C. Gamification in E-Government</title>
        <p>
          Gamification in e-Government, though not prevelant, has been
employed by some governments. Below are a number of
instances:
 United Kingdom (U.K.): Idea Street - A market
developed in 2009, which spread like wildfire, where
employees could suggest ideas for changes in the
workplace, big and small, and others could trade
stock in those ideas and overarching this was a
system of game dynamics that encouraged
participation [
          <xref ref-type="bibr" rid="ref4">5</xref>
          ]. Employees of the Work and
Pensions Department in the U.K. who were actively
involved gained recognition as and when they won
likewise the agency immensely benefited from this
implementation since it pushed for more
contributions.
 Hawaii: In order to entice more users to state
websites via my.hawaii.gov, a one-stop shop for
citizens’ government needs and services, where with
a single sign-on access so that someone who needs to
file a birth certificate can also reserve a campground
or check procurements with the same user name and
password [
          <xref ref-type="bibr" rid="ref10">11</xref>
          ]. The portal contains other fun feedback
components with good user interface (UI) and the
Web Marketing Association named it the best
government website.
 Sweden: In Stockholm, a speed camera lottery
encouraged safe driving by entering those who
obeyed the speed limit into a lottery pool funded by
drivers who had been fined for traffic violations and
in a three-day demonstration, traffic speed decreased
22 percent [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. An experiment on assessing the
impact of gamification on e-government applications
was conducted by Fernandes and Junior [
          <xref ref-type="bibr" rid="ref8">9</xref>
          ] where
two different versions of a mobile application
composed by a series of questionnaires, so users
could learn while using the application, younger users
were greater than the number of lessons and it proved
that gamification could also be implemented on
egovernment applications but extra precaution and
respect must be taken on player restrictions and
confidentiality.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>III. METHODOLOGY</title>
      <p>This study gathered data from the World Bank, UN (United
Nations) e-Government Survey, and conducted a literature
search from scientific literature (journals and conference
proceedings) as well as reports using a combination of the
following keywords “e-participation”, “e-Government”,
“gamification” and “Sub-Saharan Africa”. In order to gain
insight, selected gamified e-Government projects around the
world deployed within the last 5 years were cited so as to create
the awareness of how necessary gamification is to enhancing
eparticipation.</p>
      <p>IV. AN OVERVIEW OF SUB-SAHARAN AFRICA AND
E</p>
      <p>PARTICIPATION</p>
      <p>The Sub-Saharan African region is classified as the region
beneath the Sahara desert on the map of Africa with a
population of approximately 1 billion people and consists of the
following nations; Angola, Benin, Botswana, Burkina Faso,
Burundi, Cabo Verde, Cameroon, Central African Republic,
Chad, Comoros, Democratic Republic of Congo, Congo
Republic, La Cote D'Ivoire, Equatorial Guinea, Eritrea,
Ethiopia, Gabon, The Gambia, Ghana, Guinea, Guinea Bissau,
Kenya, Lesotho, Liberia, Madagascar, Malawi, Mali,
Mauritania, Mauritius, Mozambique, Namibia, Niger, Nigeria,
Rwanda, Sao Tome And Principe, Senegal, Seychelles, Sierra
Leone, Somalia, South Africa, South Sudan, Sudan, Swaziland,
Tanzania, Togo, Uganda, Zambia, and Zimbabwe. Rising out
of decades of civil unrest and poverty, the sub-region is
experiencing a gradual economic shift though it still faces
issues of corruption as well as other stumbling blocks to
development. As reported by the World Bank, growth in
SubSaharan Africa is described as recovering and is projected to
pick up to 2.6 percent in 2017 and to 3.2 percent in 2018,
likewise, per capita output is projected to increase to a modest
0.7 percent growth pace over 2018 and 2019 [4].</p>
      <p>
        According to [
        <xref ref-type="bibr" rid="ref4">5</xref>
        ], corruption in the sub-region has a strong
positive relationship with gender equality, age group (15–64),
and innovation and that less corrupt countries tend to be more
balanced in terms of gender equality, are more innovative.
      </p>
      <p>
        In the AU’s (African Union) 2030 Agenda, the aspirations
to accelerate development and growth are outlined and desired
to be achieved by inclusive growth and sustainable
development, science and technology-driven innovation, good
governance, democracy, respect for human rights, justice and
the rule of law [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>In the area of science and technology-driven innovation,
egovernance is gradually making headway and is a promising
solution to numerous public sector processes as well as knitting
government, citizen and business relations. The following
countries in the sub-region have taken steps in initiating
eparticipation;
</p>
      <p>
        Mozambique: Engaging citizens in Maputo to
monitor waste management services via web and
SMS Service Monitoring System or Monitoria
Participativa Maputo (MOPA) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].



      </p>
      <p>
        Kenya: Volunteer mapping of cities by the
younger generation hence, by surveying
communities, they create new public information
and lay out pathways, clinics, water points and
markets with the goal of sharing that information
as much as possible in the community, thereby
creating an essential social and economic resource
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Tanzania: OpenStreetMap (OSM) technologies
used in mapping flood-prone areas. These maps
helped in the response to the outbreak by
identifying the most affected areas, locating
victims, and providing other critically important
information about water points and sanitation [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Uganda: U-report is a mobile participation that
allows young Ugandans to speak out on what is
happening in communities across the country and
work together with other community leaders for
positive change [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ].
      </p>
      <p>
        Sub-Saharan Africa’s poor performance in e-participation is
evident in Table I. Though there has been a minimal increase
over the course of 5 years, the performance is not encouraging
and as such this needs to be boosted. Hence, the inclusion of a
gamification approach in developing e-government is deemed
as a potential solution to this deficiency. All of the above
projects are signs of efforts made by citizens and government
to encourage e-participation but there remains a wide gap
between where the sub-region is and where it ought to be. As
such, gamification is recommended as a supporting solution to
increasing e-participation. Many e-government initiatives in
Africa fail because they try to copy and paste from the
developed world without taking local realities into
consideration but this can be addressed by promoting
innovations that can address local challenges [
        <xref ref-type="bibr" rid="ref4">5</xref>
        ]. In as much
as researchers in the sub-region would want to experience a
shift it is pertinent to explore the innovation environment
locally and produce gamified solutions tailor-made for each
country.
19.6
22.4
752,990,050.6
      </p>
      <p>Carefully observing Table II, though not as encouraging as
expected, the positive trend in increasing number of individuals
subscribing and using the internet as well as mobile
subscriptions is visible from 2010 to 2016 per the data gathered
by the World Bank. It is also evident that the majority of
subSaharan Africa’s population widely patronize mobile phones
rather than broadband subscriptions – which is due to the fall in
prices of both handsets and airtime as well as the transition
from cell phone ownership as an elite status symbol to a
necessity for adults [19]. Hence, mobile operators in
SubSaharan Africa are continuing to innovate and reach more
subscribers. This is an optimistic ground for the inclusion of
gamification into the e-governance platforms to increase
eparticipation. Mobile usage continues to increase in the
subregion, meaning more users are getting connected to the
information superhighway. Thus, providing a large user-base –
mostly the younger and tech savvy generation – for
egovernment applications.</p>
      <sec id="sec-5-1">
        <title>A. Exploring the Benefits of Gamification</title>
        <p>Examples of potential problems that gamification may
address are as follows:



</p>
        <p>The most important aspect is with respect to the
increase in user e-participation since a large
population of the sub-region is made up of youth.
Gamification will potentially keep users actively
involved in public sector e-services.</p>
        <p>
          Raising the awareness of dangers resulting from the
waste of natural resource or dangers of using mobile
phones while driving [
          <xref ref-type="bibr" rid="ref12">13</xref>
          ] and this is evident in
Stockholm [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. It has the potential of being
implemented in numerous government ministries,
agencies and departments as well as at the local
government level. For example, an increasing sector
of concern for governments and citizens alike—given
threats to biodiversity, depletion of fossil fuels and
other minerals and climate change fallouts—is the
environment sector [
          <xref ref-type="bibr" rid="ref9">10</xref>
          ].
        </p>
        <p>The dissemination of information from citizens to the
government is crucial. In order to make the activity
less burdensome, since it is a voluntary act, scoring
points as an achievement for reporting an
environmental issue which is then verified could save
the environment. Thus, gamification is not only
benefitting the sub-region, it is also encouraging
citizens to be on the look-out for problems to be
solved.</p>
        <p>
          Gamification may encourage new “players”, such as
children, to interact with administrative services or
initiatives organized by local governments to increase
their awareness of issues challenging governments
and have a better opportunity to form future “good”
citizens [
          <xref ref-type="bibr" rid="ref11">12</xref>
          ].
        </p>
        <p>
          Gamification creates opportunities for users to engage
with each other around a shared passion, and can
trigger a competitive spirit which can enables users to
be more engaged with a system [
          <xref ref-type="bibr" rid="ref12">13</xref>
          ]. Hence, creating
shared experiences for achieving a defined goal(s).
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>V. DISCUSSION</title>
      <p>
        Throughout the sub-region, a number of technology-driven
public sector innovations are springing up yet e-participation
is subpar as seen in Table 1. Despite the fact that researchers
have recommended solutions such as education [
        <xref ref-type="bibr" rid="ref14">15</xref>
        ], it is also
important to create user-friendly and citizen-centric
gamification for e-government systems to attract the younger
generation [
        <xref ref-type="bibr" rid="ref15">16</xref>
        ] in participatory local or national decision
making. In order to push a successful e-government agenda, it
is crucial to explore novel and creative means of engaging
citizens. As such, gamification is a suitable remedy to this
poor EPI performance in the sub-region.
      </p>
      <p>
        Research by [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], [
        <xref ref-type="bibr" rid="ref5">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ] and [17] prove the efficacy of
gamification as a trusted means of enhancing e-participation.
Gamification has the potential of positively engaging
workforces and citizens; thus in order to implement it
successfully in e-governance, it is important that experts in the
field of game design be brought to the table since they
understand the dynamics.
      </p>
    </sec>
    <sec id="sec-7">
      <title>VI. CONCLUSION</title>
      <p>Though governments may not be in competition with anyone,
their ultimate aim regarding e-government implementations is
to gain their returns on investment (ROI) and as such
gamifying e-government solutions should be considered as a
means of aiding governments (both local and central) to reap
the benefits, i.e. higher e-participation leading to positive ROI.
To obtain an optimal level of success, just as any corporation
would tackle their business issues, the most efficient model is
a consumer-centered model. Taking cues from the business
ecosystem, it is important for every e-government system to be
citizen-centered; where citizens are treated as clients. In doing
so, these e-government initiatives not only aim at replacing
cumbersome public service procedures but engage citizens and
encourage greater patronage amongst the general populace.
In line with the assertions of Thiel and Fröhlich [18] that,
fostering motivation to participate is achievable by adding
game-related elements to those platforms.</p>
      <p>Thus, this research highly recommends gamification to all
governments, particularly Sub-Saharan governments so as to
positively boost e-participation at all levels of government.</p>
    </sec>
    <sec id="sec-8">
      <title>ACKNOWLEDGMENT</title>
      <p>Our gratitude goes to the Department of Systems Analysis
and Decision Making under the Graduate School of Economics
and Management (GSEM) and for providing the environment
to nurture our research potential.</p>
      <p>Involved,
2013,
from</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <surname>Tehrani</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          , “Will Call Center Gamification Increase Productivity?”, TMCnet,
          <year>2011</year>
          , Available at http://blog.tmcnet.com/blog/richtehrani/callcenter/will
          <article-title>-call-center-gamification-increaseproductivity</article-title>
          .html
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>UNDESA</given-names>
            , UN Department of Economic and Social Affairs,
            <surname>United Nations E-Government Survey 2016: E-Government In</surname>
          </string-name>
          Support Of Sustainable Development,
          <year>2016</year>
          , [online], available: https://publicadministration.un.org/egovkb/en-us/Reports/UN-EGovernment-Survey-
          <year>2016</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>C.</given-names>
            <surname>Wood</surname>
          </string-name>
          , Gamification: Governments Use Gaming Principles to Get http://www.govtech.com/local/Gamification-Governments-
          <article-title>UseGamingPrinciples-to-</article-title>
          <string-name>
            <surname>Get-</surname>
          </string-name>
          Citizens-Involved.
          <source>html [accessed: 06 Aug</source>
          . 2017] World Bank, Global Economic Prospects:
          <string-name>
            <surname>Sub-Saharan Africa</surname>
          </string-name>
          ,
          <year>2017</year>
          , [online], available: http://www.worldbank.org/en/region/afr/brief/globaleconomicprospects-sub
          <string-name>
            <surname>-</surname>
          </string-name>
          saharan-africa
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>S. F.</given-names>
            <surname>Verkijika and L. De Wet</surname>
          </string-name>
          ,
          <article-title>"e-Government development in SubSaharan Africa (SSA): Relationship with macro level indices and possible implications", 2016</article-title>
          <string-name>
            <surname>IST-Africa Week</surname>
            <given-names>Conference</given-names>
          </string-name>
          , Durban, IEEE,
          <year>2016</year>
          , pp.
          <fpage>1</fpage>
          -
          <lpage>10</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>S. K.</given-names>
            <surname>Thiel</surname>
          </string-name>
          ,
          <article-title>"A Review of Introducing Game Elements to eParticipation," 2016 Conference for E-Democracy and Open Government (CeDEM)</article-title>
          , Krems,
          <year>2016</year>
          , pp.
          <fpage>3</fpage>
          -
          <lpage>9</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [7]
          <string-name>
            <surname>Bunchball</surname>
          </string-name>
          , Inc., “Gamification 101:
          <article-title>An introduction to the use of game dynamics to influence behavior”</article-title>
          ,
          <year>2010</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [8]
          <string-name>
            <surname>I. Robertson</surname>
          </string-name>
          , “
          <article-title>The Winner Effect: The Science of Success</article-title>
          and How to Use It”, A&amp;
          <string-name>
            <surname>C Black</surname>
          </string-name>
          ,
          <year>2013</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>F.T.</given-names>
            <surname>Fernandes</surname>
          </string-name>
          and
          <string-name>
            <given-names>P.T.A.</given-names>
            <surname>Junior</surname>
          </string-name>
          , “
          <article-title>Gamification Aspects in the Context of Electronic Government and Education: A Case Study”</article-title>
          . In: Nah FH.,
          <string-name>
            <surname>Tan</surname>
            <given-names>CH</given-names>
          </string-name>
          . (eds) HCI in Business, Government, and
          <source>Organizations: Information Systems. HCIBGO 2016. Lecture Notes in Computer Science</source>
          , Springer, Cham.,
          <year>2016</year>
          , vol
          <volume>9752</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [10]
          <string-name>
            <surname>UNDESA</surname>
          </string-name>
          , UN Department of Economic and Social Affairs,
          <string-name>
            <surname>United Nations E-Government</surname>
            <given-names>Survey</given-names>
          </string-name>
          2014:
          <article-title>E-Government for the Future We Want</article-title>
          ,
          <year>2014</year>
          , [online], Available: https://publicadministration.un.org/egovkb/en-us/reports/unegovernment-survey-
          <year>2016</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>S.</given-names>
            <surname>Kanowitz</surname>
          </string-name>
          , “
          <article-title>Hawaii wins with gamification of state online services”, GCN</article-title>
          ., [online], Available at: https://gcn.com/articles/2014/10/17/hawaii-gamification.aspx
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [12]
          <string-name>
            <given-names>K.</given-names>
            <surname>Al-Yafi</surname>
          </string-name>
          and
          <string-name>
            <given-names>M.</given-names>
            <surname>El-Masri</surname>
          </string-name>
          ,
          <article-title>Gamification of e-Government Services: A Discussion of Potential Transformation</article-title>
          ,
          <source>Twenty-Second Americas Conference on Information Systems</source>
          , San Diego,
          <year>2016</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [13]
          <string-name>
            <surname>Nicholson</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>A recipe for meaningful gamification</article-title>
          .
          <source>In Gamification in education and business</source>
          (pp.
          <fpage>1</fpage>
          -
          <lpage>20</lpage>
          ). Springer, Cham.
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [14]
          <string-name>
            <given-names>V. G.</given-names>
            <surname>Shi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Baines</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Baldwin</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Ridgway</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Petridis</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A. Z.</given-names>
            <surname>Bigdeli</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V.</given-names>
            <surname>Uren</surname>
          </string-name>
          and
          <string-name>
            <given-names>D.</given-names>
            <surname>Andrews</surname>
          </string-name>
          , “
          <article-title>Using gamification to transform the adoption of servitization”</article-title>
          ,
          <source>Industrial Marketing Management</source>
          , vol.
          <volume>63</volume>
          ,
          <year>2017</year>
          , pp.
          <fpage>82</fpage>
          -
          <lpage>91</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [15]
          <string-name>
            <given-names>Y.</given-names>
            <surname>Zheng</surname>
          </string-name>
          and
          <string-name>
            <given-names>M.</given-names>
            <surname>Holzer</surname>
          </string-name>
          ,
          <article-title>Explaining e-participation diffusion at the national level: An examination of external environmental influences</article-title>
          .
          <source>International Journal of E-Governance Networks</source>
          , vol.
          <volume>1</volume>
          ,
          <issue>2013</issue>
          , pp.
          <fpage>1</fpage>
          -
          <lpage>21</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [16]
          <string-name>
            <surname>I. Akdoğan</surname>
          </string-name>
          ,
          <article-title>Evaluating and improving e-participation in Istanbul</article-title>
          .
          <source>In Proceedings of the 3rd international conference on Theory and practice of electronic governance. ACM</source>
          .
          <year>2009</year>
          , pp.
          <fpage>103</fpage>
          -
          <lpage>108</lpage>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>