Considering a disturbingly low political participation, governments around the world try novel approaches to re-encourage citizens to make use of their democratic rights. With increased digitalization, governments and public institutes became potentially better able to practice fuller and wider ranges of democratic governance through e-participation.
The main objective of this edited book is to generate a collection of theoretical and empirical chapters dealing with issues related to Gamification, e-participation, and their relationship and to provide new answers. These chapters follow a qualitative or quantitative approach. They relate to different epistemologies if the implications and research issues are clarified. They must show rigor in the conceptual and theoretical framework and in the methodology used.
This edited book will be an opportunity to allow researchers in public management, and gamification to communicate, exchange, and submit to criticism their thoughts and research on the state of knowledge on gamified e-participation, by focusing on the actors, the contexts, and the support and public management systems. It aims to be multidisciplinary and multi-contextual.
This research is an essential resource for researchers (professors, post-doctorate researchers, or doctoral students) working in the field of public management, public participation in general, motivations to participate, gamified participation, dissembling behavior, and gamification. It is also aimed at civic society stakeholders, policy-makers, local authorities, NGOs, and more.