=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 == https://ceur-ws.org/Vol-2145/p14.pdf
    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).




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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.




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              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




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        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
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