Gamification

Gamification is the use of game elements and techniques in non-playful contexts to motivate, engage, and increase participation in various activities. It is based on the idea of applying game mechanics and behavioral dynamics typically found in traditional games or video games to real-world situations.

The term “gamification“, became popular in the early 21st century, but the ideas and practices related to the application of game elements in non-playful contexts have historical roots. The modern concept of gamification has developed as digital technologies have advanced and the understanding of game psychology has evolved. Gamification began to gain attention in the 2010s, and companies, educators, and organizations started to explore how they could use game elements to enhance participation and performance in various areas.

The rise of gamification has coincided with the growth of digital games and online platforms. With the popularization of video games and the constant presence of technology in daily life, a space has opened up to apply game principles in non-traditional contexts.

At Innovation Lab, we work to integrate this new dynamic within a political party. We are developing game dynamics that allow citizens to interact in unconventional ways during the democratic processes of the country, even after the electoral period.

Sources of reference

Alcívar-Acosta, B., & Zaldumbide-Peralvo, D. (2022). Gamificación como herramienta del marketing digital: Comunidades digitales generación Z. 593 Digital Publisher CEIT. https://doi.org/10.33386/593dp.2022.5-2.1400?sid=semanticscholar

Contreras-Espinosa, R.S., & Blanco-M, A. (2021). A Literature Review of E-government Services with Gamification Elements. International Journal of Public Administration, 45, 964 – 980. https://www.tandfonline.com/doi/abs/10.1080/01900692.2021.1930042

Guerrero Velástegui, C., Infante Paredes, R., Mejía Vayas, V., & Ballesteros López, L.G. (2023). Gamification and digital marketing: Bibliometric and conceptual review. Medwave. https://www.medwave.cl/medios/resumenescongreso/UTA2023/UTA%202023%20Medwave%20Congress%20Proceedings.pdf

Loh, W. (2019). The Gamification of Political Participation. Moral Philosophy and Politics, 6, 261 – 280. https://www.degruyter.com/document/doi/10.1515/mopp-2018-0037/html

Mamedov, A.K., & Korkiya, E.D. (2023). Gamification of social practices. Moscow State University Bulletin. Series 18. Sociology and Political Science. https://vestnik.socio.msu.ru/jour/article/view/1118

Sancho-Esper, F., Rodríguez-Sánchez, C., Ostrovskaya, L., Moreno, F.R., Sánchez, F.C., Ortiz, A.R., Mas-Ruiz, F.J., Díaz, F.M., & Wagner, C.C. (2019). La gamificación como herramienta de motivación, aprendizaje y evaluación en el ámbito de la empresa y el marketing.

Sergeyeva, O.V., Orekh, E.A., Bogomiagkova, E., & Kolesnik, N. (2019). Shift to digital gamification in political life (russian cases). Proceedings of the 4th International Conference on Smart City Applications. https://dl.acm.org/doi/10.1145/3368756.3369057

Sergeyeva, O.V., Bogomiagkova, E., Orekh, E.A., & Kolesnik, N. (2019). Gamification as a Trend in the Development of Civic and Political Participation. International Conference on Electronic Governance and Open Society. https://link.springer.com/chapter/10.1007/978-3-030-39296-3_10