=Paper=
{{Paper
|id=Vol-2145/p14
|storemode=property
|title=Enhancing e-Participation via Gamification of e-Government Platforms: A Possible Solution to Sub-Saharan African e-Government Initiatives
|pdfUrl=https://ceur-ws.org/Vol-2145/p14.pdf
|volume=Vol-2145
|authors=Ebenezer Agbozo,Evgeny Chepurov ,Giorgi Iashvili
}}
==Enhancing e-Participation via Gamification of e-Government Platforms: A Possible Solution to Sub-Saharan African e-Government Initiatives
==
Enhancing e-Participation via Gamification of e- Government Platforms: A Possible Solution to Sub- Saharan African e-Government Initiatives Evgeny Chepurov Ebenezer Agbozo Dpt. of Systems Analysis & Decision Making Dpt. of Systems Analysis & Decision Making Ural Federal University Ural Federal University Yekaterinburg, Russia. Yekaterinburg, Russia. evgeny.chepurov@urfu.ru eagbozo@urfu.ru Abstract— In this modern age, countless business growth essential to the success of modern day businesses, this article techniques have been researched on and research has proven expounds upon gamified e-services and their role in enhancing that involving clients by gamifying the whole business electionic participation. interaction process. In the next section, the concepts of e-participation and Humans generally enjoy competition and rewards; thus people gamification are explored respectively; how the latter usually enjoy the thrill that comes with winning and being influences the former in the subsequent sections; the benefits rewarded. Numerous organizations have employed the are looked into; and finally conclusions are made. gamification methodology in order to grow their business, strengthen customer loyalty, generate leads, increase their II. LITERATURE REVIEW competitive edge and ultimately increase revenue. If this is possible in the business world, it might as well be A. E-Government and E-Participation applicable in the Electronic Government (e-Government) According to the UN E-Government 2016 Survey which ecosystem – gamified e-services – as long as governments are measures various e-Government related indicators, e- able to treat citizens as consumers. The gamification approach participation (electronic participation) which involves the use to e-government systems is necessary because numerous e- of online services to engage citizens and non-citizens, is government projects are abandoned as a result of citizen non- quantified as value ranging from 0 to 1 and is measured as the involvement. E-Participation Index (EPI) [2]. According to the report, EPI measures e-participation according to a three-level model of This research discusses the possibilities of employing the gamification model as a means of enhancing e-participation in e- participation that includes: (i) e-information – provision of Government projects and also proposes the concept of information on the Internet, (ii) e-consultation – organizing gamification of e-Government initiatives to the Sub-Saharan public consultations online, and (iii) e-decision-making – African region so as to boosting e-Participation. involving citizens directly in decision processes. E- participation is a key element in the e-government cycle Keywords— e-Participation; Gamification; Electronic because every information system is built for the end-user Government; Public Sector; Citizen-Centered Design. primarily. As such e-participation levels determine the success or failure of an e-government initiative. In order to achieve I. INTRODUCTION maximum end-user e-participation, this article proposes a more effective user-centered design approach which is encompassed Whether in the Electronic Government (e-Government) by the concept of gamification. functionality of participatory decision making or general online services, citizen engagement is crucial to the success or failure B. Gamification of any e-government implementation. Organizations have employed gamification techniques as a vehicle in advancing In a study by Wood [3], which involved applying elements their business to the next level, strengthen customer loyalty, of behavioral psychology and gaming to business, it was generate leads and increase their competitive edge and discovered that the same drive to participate found in the game ultimately increase revenue. An example is PLAYCALL, a player could be brought out in customers and employees. A contact center performance management software which system is said to be gamified when game design elements are “gamifies” performance allowing agents to see how their applied to a non-game context to change people's behavior [7]. performance ranks among others at the company and utilizes A perfect illustration of gamification would be earning a point KPIs (Key Performance Indicators) set by the company; a for running a mile on a mobile application. worker can track their progress or lack thereof and can react Thiel [6] outlined the elements of gamification; accordingly [1]. Just as the concept of gamification has been achievement, points, status, expression, feedback, Copyright held by the author(s). 83 personalization, challenge, competition and time constraint, and III. METHODOLOGY pointed out that game-related aspects serve the purpose of a) This study gathered data from the World Bank, UN (United creating a more gameful (e.g. fun) and therefore engaging Nations) e-Government Survey, and conducted a literature experience, which in turn aims to b) affect users' motivations. search from scientific literature (journals and conference The aim of gamification is to motivate players, hence, points proceedings) as well as reports using a combination of the are accrued, luring the players to return to the game so as to following keywords “e-participation”, “e-Government”, score more points. In a game, the rules are clearly defined, “gamification” and “Sub-Saharan Africa”. In order to gain there’s an obvious goal and one’s progress can be measured in insight, selected gamified e-Government projects around the definite terms [2]. world deployed within the last 5 years were cited so as to create Psychologist, Ian Robertson coined the terminology, The the awareness of how necessary gamification is to enhancing e- Winner Effect, which simply holds the ideology that the more participation. people (players) take on a challenge, achieve and derive pleasure, the more they want to do it in order to succeed [8]. IV. AN OVERVIEW OF SUB-SAHARAN AFRICA AND E- PARTICIPATION C. Gamification in E-Government The Sub-Saharan African region is classified as the region Gamification in e-Government, though not prevelant, has been beneath the Sahara desert on the map of Africa with a employed by some governments. Below are a number of population of approximately 1 billion people and consists of the instances: following nations; Angola, Benin, Botswana, Burkina Faso, United Kingdom (U.K.): Idea Street - A market Burundi, Cabo Verde, Cameroon, Central African Republic, developed in 2009, which spread like wildfire, where Chad, Comoros, Democratic Republic of Congo, Congo employees could suggest ideas for changes in the Republic, La Cote D'Ivoire, Equatorial Guinea, Eritrea, workplace, big and small, and others could trade Ethiopia, Gabon, The Gambia, Ghana, Guinea, Guinea Bissau, stock in those ideas and overarching this was a Kenya, Lesotho, Liberia, Madagascar, Malawi, Mali, system of game dynamics that encouraged Mauritania, Mauritius, Mozambique, Namibia, Niger, Nigeria, participation [5]. Employees of the Work and Rwanda, Sao Tome And Principe, Senegal, Seychelles, Sierra Pensions Department in the U.K. who were actively Leone, Somalia, South Africa, South Sudan, Sudan, Swaziland, Tanzania, Togo, Uganda, Zambia, and Zimbabwe. Rising out involved gained recognition as and when they won of decades of civil unrest and poverty, the sub-region is likewise the agency immensely benefited from this experiencing a gradual economic shift though it still faces implementation since it pushed for more issues of corruption as well as other stumbling blocks to contributions. development. As reported by the World Bank, growth in Sub- Hawaii: In order to entice more users to state Saharan Africa is described as recovering and is projected to websites via my.hawaii.gov, a one-stop shop for pick up to 2.6 percent in 2017 and to 3.2 percent in 2018, citizens’ government needs and services, where with likewise, per capita output is projected to increase to a modest a single sign-on access so that someone who needs to 0.7 percent growth pace over 2018 and 2019 [4]. file a birth certificate can also reserve a campground According to [5], corruption in the sub-region has a strong or check procurements with the same user name and positive relationship with gender equality, age group (15–64), password [11]. The portal contains other fun feedback and innovation and that less corrupt countries tend to be more components with good user interface (UI) and the balanced in terms of gender equality, are more innovative. Web Marketing Association named it the best government website. In the AU’s (African Union) 2030 Agenda, the aspirations Sweden: In Stockholm, a speed camera lottery to accelerate development and growth are outlined and desired encouraged safe driving by entering those who to be achieved by inclusive growth and sustainable obeyed the speed limit into a lottery pool funded by development, science and technology-driven innovation, good drivers who had been fined for traffic violations and governance, democracy, respect for human rights, justice and the rule of law [2]. in a three-day demonstration, traffic speed decreased 22 percent [2]. An experiment on assessing the In the area of science and technology-driven innovation, e- impact of gamification on e-government applications governance is gradually making headway and is a promising was conducted by Fernandes and Junior [9] where solution to numerous public sector processes as well as knitting two different versions of a mobile application government, citizen and business relations. The following composed by a series of questionnaires, so users countries in the sub-region have taken steps in initiating e- could learn while using the application, younger users participation; were greater than the number of lessons and it proved Mozambique: Engaging citizens in Maputo to that gamification could also be implemented on e- monitor waste management services via web and government applications but extra precaution and SMS Service Monitoring System or Monitoria respect must be taken on player restrictions and Participativa Maputo (MOPA) [2]. confidentiality. 84 Kenya: Volunteer mapping of cities by the 2014 3,575,190 19.6 681,211,736 younger generation hence, by surveying communities, they create new public information 2016 4,006,146 22.4 752,990,050.6 and lay out pathways, clinics, water points and markets with the goal of sharing that information Carefully observing Table II, though not as encouraging as as much as possible in the community, thereby expected, the positive trend in increasing number of individuals creating an essential social and economic resource subscribing and using the internet as well as mobile [2]. subscriptions is visible from 2010 to 2016 per the data gathered by the World Bank. It is also evident that the majority of sub- Tanzania: OpenStreetMap (OSM) technologies Saharan Africa’s population widely patronize mobile phones used in mapping flood-prone areas. These maps rather than broadband subscriptions – which is due to the fall in helped in the response to the outbreak by prices of both handsets and airtime as well as the transition identifying the most affected areas, locating from cell phone ownership as an elite status symbol to a victims, and providing other critically important necessity for adults [19]. Hence, mobile operators in Sub- information about water points and sanitation [2]. Saharan Africa are continuing to innovate and reach more Uganda: U-report is a mobile participation that subscribers. This is an optimistic ground for the inclusion of allows young Ugandans to speak out on what is gamification into the e-governance platforms to increase e- happening in communities across the country and participation. Mobile usage continues to increase in the sub- work together with other community leaders for region, meaning more users are getting connected to the positive change [10]. information superhighway. Thus, providing a large user-base – mostly the younger and tech savvy generation – for e- government applications. TABLE I. E-Participation Index (EPI) in Sub-Saharan Africa from 2010 to 2016 Indicator A. Exploring the Benefits of Gamification EPI Examples of potential problems that gamification may 2010 0.063984375 address are as follows: 2012 0.060673469 The most important aspect is with respect to the increase in user e-participation since a large 2014 0.19767449 population of the sub-region is made up of youth. 2016 0.242477755 Gamification will potentially keep users actively involved in public sector e-services. Sub-Saharan Africa’s poor performance in e-participation is Raising the awareness of dangers resulting from the evident in Table I. Though there has been a minimal increase waste of natural resource or dangers of using mobile over the course of 5 years, the performance is not encouraging phones while driving [13] and this is evident in and as such this needs to be boosted. Hence, the inclusion of a Stockholm [3]. It has the potential of being gamification approach in developing e-government is deemed implemented in numerous government ministries, as a potential solution to this deficiency. All of the above agencies and departments as well as at the local projects are signs of efforts made by citizens and government government level. For example, an increasing sector to encourage e-participation but there remains a wide gap of concern for governments and citizens alike—given between where the sub-region is and where it ought to be. As threats to biodiversity, depletion of fossil fuels and such, gamification is recommended as a supporting solution to other minerals and climate change fallouts—is the increasing e-participation. Many e-government initiatives in environment sector [10]. Africa fail because they try to copy and paste from the The dissemination of information from citizens to the developed world without taking local realities into government is crucial. In order to make the activity consideration but this can be addressed by promoting less burdensome, since it is a voluntary act, scoring innovations that can address local challenges [5]. In as much points as an achievement for reporting an as researchers in the sub-region would want to experience a environmental issue which is then verified could save shift it is pertinent to explore the innovation environment the environment. Thus, gamification is not only locally and produce gamified solutions tailor-made for each country. benefitting the sub-region, it is also encouraging citizens to be on the look-out for problems to be TABLE II. Sub-Saharan African Mobile & Internet Connectivity Statistics solved. (Source: World Bank) Indicator Gamification may encourage new “players”, such as Fixed broadband Individuals using the Mobile cellular children, to interact with administrative services or subscriptions Internet subscriptions initiatives organized by local governments to increase (% of population) their awareness of issues challenging governments 2010 1,345,449 14.6 387,953,418 and have a better opportunity to form future “good” 544,447,403 citizens [12]. 2012 2,095,874 17.1 85 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 REFERENCES be more engaged with a system [13]. Hence, creating [1] Tehrani, R., “Will Call Center Gamification Increase Productivity?”, TMCnet, 2011, Available at http://blog.tmcnet.com/blog/richtehrani/call- shared experiences for achieving a defined goal(s). center/will-call-center-gamification-increaseproductivity.html [2] UNDESA, UN Department of Economic and Social Affairs, United Nations E-Government Survey 2016: E-Government In Support Of V. DISCUSSION Sustainable Development, 2016, [online], available: Throughout the sub-region, a number of technology-driven https://publicadministration.un.org/egovkb/en-us/Reports/UN-E- Government-Survey-2016. public sector innovations are springing up yet e-participation [3] C. Wood, Gamification: Governments Use Gaming Principles to Get is subpar as seen in Table 1. Despite the fact that researchers Citizens Involved, 2013, [online], from have recommended solutions such as education [15], it is also http://www.govtech.com/local/Gamification-Governments-UseGaming- important to create user-friendly and citizen-centric Principles-to-Get-Citizens-Involved.html [accessed: 06 Aug. 2017] gamification for e-government systems to attract the younger [4] World Bank, Global Economic Prospects: Sub-Saharan Africa, 2017, generation [16] in participatory local or national decision [online], available: http://www.worldbank.org/en/region/afr/brief/global- making. In order to push a successful e-government agenda, it economicprospects-sub-saharan-africa is crucial to explore novel and creative means of engaging [5] S. F. Verkijika and L. De Wet, "e-Government development in SubSaharan Africa (SSA): Relationship with macro level indices and citizens. As such, gamification is a suitable remedy to this possible implications", 2016 IST-Africa Week Conference, Durban, poor EPI performance in the sub-region. IEEE, 2016, pp. 1-10. Research by [3], [6], [12] and [17] prove the efficacy of [6] S. K. Thiel, "A Review of Introducing Game Elements to e- gamification as a trusted means of enhancing e-participation. Participation," 2016 Conference for E-Democracy and Open Government (CeDEM), Krems, 2016, pp. 3-9. Gamification has the potential of positively engaging [7] Bunchball, Inc., “Gamification 101: An introduction to the use of game workforces and citizens; thus in order to implement it dynamics to influence behavior”, 2010. successfully in e-governance, it is important that experts in the [8] I. Robertson, “The Winner Effect: The Science of Success and How to field of game design be brought to the table since they Use It”, A&C Black, 2013. understand the dynamics. [9] F.T. Fernandes and P.T.A. Junior, “Gamification Aspects in the Context of Electronic Government and Education: A Case Study”. In: Nah FH., VI. CONCLUSION Tan CH. (eds) HCI in Business, Government, and Organizations: Information Systems. HCIBGO 2016. Lecture Notes in Computer Though governments may not be in competition with anyone, Science, Springer, Cham., 2016, vol 9752. their ultimate aim regarding e-government implementations is [10] UNDESA, UN Department of Economic and Social Affairs, United to gain their returns on investment (ROI) and as such Nations E-Government Survey 2014: E-Government for the Future We gamifying e-government solutions should be considered as a Want, 2014, [online], Available: https://publicadministration.un.org/egovkb/en-us/reports/un- means of aiding governments (both local and central) to reap egovernment-survey-2016. the benefits, i.e. higher e-participation leading to positive ROI. [11] S. Kanowitz, “Hawaii wins with gamification of state online services”, To obtain an optimal level of success, just as any corporation GCN., [online], Available at: would tackle their business issues, the most efficient model is https://gcn.com/articles/2014/10/17/hawaii-gamification.aspx a consumer-centered model. Taking cues from the business [12] K. Al-Yafi and M. El-Masri, Gamification of e-Government Services: A ecosystem, it is important for every e-government system to be Discussion of Potential Transformation, Twenty-Second Americas Conference on Information Systems, San Diego, 2016. citizen-centered; where citizens are treated as clients. In doing [13] Nicholson, S. (2015). A recipe for meaningful gamification. In so, these e-government initiatives not only aim at replacing Gamification in education and business (pp. 1-20). Springer, Cham. cumbersome public service procedures but engage citizens and [14] V. G. Shi, T. Baines, J. Baldwin, K. Ridgway, P. Petridis, A. Z. Bigdeli, encourage greater patronage amongst the general populace. V. Uren and D. Andrews, “Using gamification to transform the adoption In line with the assertions of Thiel and Fröhlich [18] that, of servitization”, Industrial Marketing Management, vol. 63, 2017, pp. fostering motivation to participate is achievable by adding 82-91. game-related elements to those platforms. [15] Y. Zheng and M. Holzer, Explaining e-participation diffusion at the national level: An examination of external environmental influences. Thus, this research highly recommends gamification to all International Journal of E-Governance Networks, vol. 1, 2013, pp. 1-21. governments, particularly Sub-Saharan governments so as to [16] I. Akdoğan, Evaluating and improving e-participation in Istanbul. In positively boost e-participation at all levels of government. Proceedings of the 3rd international conference on Theory and practice of electronic governance. ACM. 2009, pp. 103-108. [17] The World Bank, World Development Indicators, 2016, [Data] ACKNOWLEDGMENT Available at: http://data.worldbank.org/region/sub-saharan-africa [18] S. K. Thiel and P. Fröhlich, Gamification as Motivation to Engage in Our gratitude goes to the Department of Systems Analysis Location-Based Public Participation?. In Progress in Location-Based and Decision Making under the Graduate School of Economics Services 2016, Springer, Cham, 2017, pp. 399-421. and Management (GSEM) and for providing the environment [19] J. C. Aker and I. M. Mbiti, Mobile phones and economic development in to nurture our research potential. Africa. Journal of Economic Perspectives, vol. 24 (3), 2010, pp. 207 86