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DOI: 10.4018/IJIDE.2019070101

Volume 10 • Issue 3 • July-September 2019

Copyright©2019,IGIGlobal.CopyingordistributinginprintorelectronicformswithoutwrittenpermissionofIGIGlobalisprohibited.

Governmental Service Gamification:

Central Principles

J. Tuomas Harviainen, University of Tampere, Tampere, Finland

Lobna Hassan, Hanken School of Economics and University of Tampere, Tampere, Finland

ABSTRACT

Theintroductionofgamificationofgovernmentalservicesisatopicofinteresttopolicymakersand

gamificationresearchersandpractitionersalike.Nonetheless,governmentalgamificationstillremains

anunderstudiedarea,despitethepracticalgovernmentalgamificationinitiativesalreadytakingplace,

facingincreasedimplementationrisksfromthelackofguidingimplementationprinciples.Such

risksandlackofunifiedguidelinesforgovernmentalgamificationnecessitatestheexaminationof

governmentalgamificationfromtheperspectiveofexistingknowledgetosynthesizekeyknowledge

fatheredonitsimplementation.Thisarticleexaminesexistingresearchinordertoprovideguidelines

forapplyinggamificationingovernmentservices.Byusingacombinationofresearchongamification

incivicengagementandtheGamifiedServiceFrameworkofKlapzteinandCipolla,thearticlecreates

abasicroadmapforrecognizingfactorsthatneedtobeconsideredwhenapplyinggamification

techniquesandmethodsingovernmentservicesandthepublicsectoringeneral.

KEywoRDS

Gamification, Government Services, Public Sector, Public Services, Theory Development

INTRoDUCTIoN

Gamificationisatrendthatcanberoughlydescribedastheadditionofgameelementstonon-gaming

contexts(Deterdingetal.,2011).Despitesomefluctuationinitspopularity,itstillappearstobea

growingtrendinbusinesscontexts(Warmelinketal.,2018),crowdmobilization(Morschheuseretal.,

2017),andpersonalhealthmanagementandeducation,amongstmanyotherfields(Hamari,Koivisto,

&Sarsa,2014;Koivisto&Hamari,2017).Nonetheless,thestudyofgamificationinmanagement

andorganizationisstillrare(Vesaetal.,2017;Vesa&Harviainen,inpress).Thisisalsotrueinthe

widercaseofthestudyofplayinorganizations(Statler,Roos,&Victor,2009;Statler,Heraclous,

&Jacobs,2011,Vesa,denHond,&Harviainen,2018).Thestudiesthataredoneintheseareasare

sometimesfurthermorestilltoofixedonlookingatthewrongthings,suchasmethods,orpromotion,

insteadofcertifiedresults(Landers,inpress).Inthisarticle,weprovideinsightsforre-profilingthe

studyofgamificationinorganizationalcontextsandespeciallygovernmentalservicecontexts,an

organizationalcontextinheightenedneedforcontextualizedinsight(Hassan,inpress).

http://dx.doi.org/10.4018/IJIDE.2019070101

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Gamificationreliesontheplayfulnatureofhumans.Asaspecies,weareinherentlydrawnto

play,evenasadultlifemayplaceastigmauponitas“immature”behavior(Sutton-Smith,1997).

Notallplayisfun(Stenros,2015),norisincreasedfunthecentralgoalofallgamification(Landers

etal.,2018).Gamificationattemptstoinduceappropriate,enjoyablepsychologicalexperiencesthat

theuserswouldfindengaging.(Huotari&Hamari2017).Theseexperiencesarecountless,often

groupedundertheumbrellagoalexperienceofgamefulness.Someoftheseexperiences,goalof

gamification,areintuitivelyconsideredenjoyableandengaging,suchasexperiencesofmotivation,

happinessorflow,whileothersareonlyconsideredenjoyableifappropriatelyexperiencedsuchas

experiencesoftension,challengeorfear.Theseexperiences,overall,arethoughttobethereasonwhy

gamesareenjoyableandengagingtolargepopulationsegments(McGonigal,2011).Asgamification

drawsinspirationofgamedesign(Deterdingetal.,2011,Huotari&Hamari,2017;Vesaetal.,2017),

thisenjoyabilityisoneofthemaintargetsofgamificationdesign.Hence,forthesakeofbrevity,we

referinthisarticleto“enjoyment”andcloselyrelatedterms,inreferencetotheentirespectrumof

emotionalandcognitivepossibilitiesofgamification.

Peoplecanoftenswitchbetweentheirenjoyablyplayfulandseriousmind-states,evenin

conditionsofworkandothermenialtasks(Apter,2007).Ingamification,thereal-worldenvironment

andmundanetasksarecombinedwithgamefulandplayfuldesign,throughakindofmake-believe

(Deterding,2016).Thismakesthemind-stateswitchesbetweenenjoyablyplayfulandseriousmore

likelytooccurthantheywouldotherwisewithoutthisstimulus.Thismind-stateswitchisbeneficial

inmanycontexts,asitcanmakepeopleawareofboththeenjoyabilityandthepotential,external

benefitsofthemundaneactivitywithwhichtheyareengaged.

Gamificationinthecontextofgovernanceandgovernmentalserviceshasbeenofsome

popularity(Bista,Nepal,Paris,&Colineau,2014;Opromollaetal.,2015;Thiel,2016a).Thecontext

ofgamificationimplementationandprovisioninthepublicsectorisofinteresttoushere,inthis

article,asithasbeensuggestedthatcivicengagementandgovernmentalservicescanbeimprovedby

gamifyingcertainpartsofthem(Asquer,2014;Deterdingetal.,2011;Hassan,2017;forthcoming).

Civicengagementisoftenconsideredamundaneactivity,withnodirectorimmediatereturnon

thecitizenengagedwithit.Itisadditionallyaseriousactivitywithlittleenjoyabilityandhenceit

isveryunlikely,asisoftenobserved,thatindividualswouldactivelyandvoluntarilyengagewith

it.Ifgamificationcanhelpswitchindividuals’stateofmindfromperceivingcivicengagementas

amundaneactivitytoexperiencingitplayfully,thenitisverylikelythatindividualswouldengage

withitmoreoften.

Suchincreasedengagementwithgovernmentalservicesasisthegoalofgamificationisof

highimportancetomost,ifnotallsocieties.Thecentralreasonisthatsincepeopleoftencannot

betrustedtomakethebestdecisions(oreventoactintheirbestinterest)iftoomanyoptionsare

available,governmentsneedtousevarioussystemsandmethodstoincentivizepositiveandprosocial

behavior(Thaler&Sunstein,2009).Severalsuchtechniqueshavebeensuggestedbefore,including

theapplicationofpsychologyandbehavioraleconomicsthroughpre-selections,choicearchitecture

andotherformsof“nudging,theprovisionofadditionalinformation(e.g.,health-relateddata)to

citizens,andgamification(Lieberoth,Jensen,&Bredahl,2018).Incentivizing“good”citizenbehavior

hasbeenasignificantfocusofsomeoftheresearchconductedongamificationingovernanceareas

(e.g.,Al-Yafi&El-Masri,2016;Williamson,2017).

Research,however,focusedonthecreationof“good”citizensoftenraisesdebates.Whilewe

canintuitivelyseeenvironmentalandfinancialbenefitsingovernments,forexample,incentivizing

responsiblebehaviorsuchastheuseofsustainabletransport,theethicalnessofsuchinitiativesandtheir

outcomesaredebated(Mahnic,2014).Suchinitiativesdefine“good”throughatop-downapproach

thatmightnotalwaysagreewithhowcitizensthemselveswoulddefine“good”.Inauthoritarian

regimes,thatmightleadtotheimplementationofgovernmentalobjectivesthatdonotagreewith

societalobjectivethroughthesoft,engagingforceofgamification.Engagementwithsuchgamification

mayhencenotbefullyvoluntary,enjoyable,norplayful.

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Theseaforementionedmethodstooptimizegovernanceofsociety,andthebehaviorofits

individualcomponents,arenotmutuallyexclusive.Theycancreatesynergies,buttheycanlikewise

workatcross-purposes.Inthefewcomparativeteststhathavebeenimplementedsofar,gamification

appearstoproducebetterresultsthandothebaseline,nudging,andinformation-provisionversions

ofthesameactivity(Lieberothetal.,2018).Suchobservationsareinlinewithgeneral,empirical

gamificationresearchthatsuggeststhatgamificationworksandisabletocreatepositiveeffectsand

changes(Hamarietal,2014;Koivisto&Hamari2017).Inasignificantportionofthatresearch,

gamificationisseenasawaytomaximizeperformanceand/orprofit,andthusplayisnotconsidered

thereasaninherentpartofhumannature(Sørensen&Spoelstra,2012).Forgovernmentalprocesses,

somethingelseishoweverneeded.Hence,inthistheorybuildingarticle,welookatgovernmental

gamificationinanattempttobridgethegapbetweenexistingdesignpracticesandexpectation,and

thespecificcontext,whichrequirescertainadditionalconsiderations.

BACKGRoUND

Governmentsexist,atthecore,toprovideorderandservicesfortheircitizens.Someofthemdoit

muchbetterthanothers,butthecoreprincipleisthesame.Here,wespecificallyfocusontheservice

sideofthatfunction,asthatiswheregamificationappearstomanifestthemost.Severaldefinitions

forgamificationexist(e.g.,Deterdingetal.,2011;Huotari&Hamari,2017).Forthepurposesof

thisarticle,however,wefollowingHassan’sframing(2017),builtuponthatofHuotariandHamari

(2017),defineitas“…theutilizationofmotivationalaffordancesthatcreatevalue-addingexperience

inthedesignofservices…”Byexamininggovernmentalgamificationfromaserviceperspective,

weaddtotheknowledgeofbothservicegamificationandthegamificationofgovernmentservices.

Gamificationisaboutnudgingindividualstowardsdesirablebehavior(Rigby,2014).Often,

especiallyontheshortrun,behavioralshiftsresultantfromgamificationtowardsdesirablebehavior

couldbeattributedtonoveltymorethananythingelse(Bogost,2015).Whennoveltywearsoff,the

gamifiedelementsactuallymakepeoplelesslikelytocontinueusingtheservice(Koivisto&Hamari,

2014).Gamification,however,canworkdifferently,arguablywithlongerlastingbehavioralaffects,if

itisdesignedtofocusontheneedsandpreferencesofitspotentialusersaswellasonitspotentialuser

context(Hassan,inpress;Morchheuseretal.,2018).Suchuserandcontextcentricgamificationfocus

onatfirstcreatingenjoyableexperiencesforitsusersthatmakethemwanttoengagemorewiththe

gamifiedtoolandthatincreasedengagementwiththegamifiedtooliswhatisnextchanneledtowards

desiredbehavior(Hamarietal.,2014;2018).Thisunderstandingofgamificationhasbeenextended

tothegamificationofgovernmentalservices(Hassan,2017;inpress)andempiricalresearchfocused

onunderstandingusersandcontextsofgovernmentalserviceshasbeenobservedtoreportpositive

andlastingeffectsfromgamificationimplementations(e.g.,Lindley&Coulton2015;Mulyana,

Hindersah,&Prihatmanto,2015;Sandoval-Almazan&Valle-Cruz,2017).

Acentralchallengeinthistopicisthatgamificationandgovernmentalservicesareinmanyways

atodds.Publicservicesshouldbydefaultbeavailabletoeveryonewhoneedsthemandhastheright

toaccessthem(Harviainen,Ekström&Ojasalo,2018).Games,inturn,arebasedoninefficiency.

Theyaresystemsofrules,inwhichartificiallimitationsarecreatedforthepurposesofheightened

challengelevelandenjoyability(Suits,1978).Therefore,turninganactivityintoagamemakesit

hardertoaccess,whichisofsignificantconcerntointroducinggamificationtogovernmentalservices

(Mahnic,2014).Gamification,however,doesnothavetorelyonturningsomethingintoagame,

justonmakingitmoregame-likethroughadditionalelements.Thisisapracticewithalonghistory,

exemplifiedbye.g.,“employeeofthemonth”leaderboards(Vesaetal.,2017).Itisnecessarytoensure

thatinanyattemptatgovernmentalorcitizenparticipationgamification,democraticprinciplesare

observed,followedandsupported(Mayer,2009;Hassan,2017).

Asecondchallengeisthatgamificationisimprecise.Itishenceoftenplacedinacategoryofits

ownwithregardstotheutilizationofgame-basedapproachestogovernance(Oceja&Fernández,

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2017)andisoftenmisunderstoodinpracticebyimplementingpolicymakersandofficialsthemselves

(Ampatzidouetal.,2018).AsnotedbyCallan,BauerandLanders(2015),gamificationcaneasily

guidepeopletodothewrongthingsintheirquestsforpointsandothermerits.Despitetheproblems,

civicengagementhassofarusedtailoredgamesforciviclearningorincreasingmotivation(Thiel,

2015).Itis,however,possibletonarrowthetaskscope,sothatmoreusefulresultscanbegathered

fromthesideofgamesproper,andthentranslatedintoprobablegamifiedbehaviors.Attheendof

thatspectrumliesthefearofsocialcreditssystemslikethatofChina(Botsman,2017),inwhichbig

dataisusedtorateaperson’ssocialcreditrating,agamifiedratingthatthenaffectstheirpossibilities

inlife.Itisthereforenecessarytokeepinmindthatthecoreofefficient,instrumentalplayisinits

voluntariness(Deterding,2016),andtousethatthoughtasthekeyofdesign.Noteveryonelikesto

play,andthosewhodomaystillwishtolimitittojustgames,nottheirwork-lives–orcivicservice

use(Warmelink,2014).Andwedonotyetknow,whethergamificationcanactuallymotivatepeople

whoarenotinterestedinthetopicorthecontexttosomeextentalready(Hamari,2013).

METHoD

Thisarticleutilizedanexplanationbuildingliteraturereview,throughwhich,researchersstudythekey

literatureofafieldtowardstheconstructionofanewtheory(Paré,Trudel,Jaana,&Kitsiou,2015).

Byusingexistingresearch,thisarticleprovidesadeeperlookattheprocessesandrequirementsof

governmentalgamification.Thisisamethodknowntobringforthnewdataandnewpropositions

forfurtherresearch(Galliers,1992).Thearticleanswerstheresearchquestion:Whichfactorsshould

betakenintoaccount,whengamifyinggovernmentalservices?

Duetothefactthatveryfewarticlesongovernmentalgamificationcurrentlyexist,wehavehere

appliedthoseexistingsourcesinthecontextofotherrelevantgamificationresearch,forthepurpose

ofcreatingatestablesynthesis.AsHassan(2017)hasalreadyreviewedexistingliteratureonthe

topicofgamifyingcivicengagement,weherefocusoncreatingaroadmapfromthatliterature.For

thispurpose,weusetheGamifiedServiceFramework(GSF)developedbySolKlapzteinandCarla

Cipolla(2016),combinedwithHassan’s(2017)summaryofdeliberationmodes(Figure1),which

arebasedontheideathatdemocraticprocessesarebestfosteredthroughsocietaldiscussionsthat

createinformedindividuals.

Webelievethatsuchsocietaldiscussionsalsobestimpacttheuseofgovernmentalandmunicipal

publicservices.

GAMIFIED SERVICES FoR GoVERNMENTS

TheGSFframeworkisasimplifiedtoolforapplyinggamificationtoservices(Klapztein&Cipolla,

2016).ItisbasedontheconceptsandstructureofActionDesignResearch(Seinetal.,2011).

Drawingfromtheuseofseriousandsimulationgames,theframeworkintroducesasimplified

systemforintegratinggamificationwithservicedesignandprovision,yetwithagoalofavoiding

Figure 1. Summary of deliberation modes in gamified civic engagement (Hassan, 2017)

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theshallownessofwhatLanders(inpress)definedasrhetoricalgamification.Througharesearch

process,KlapzteinandCipolla(2016)identifyfourcentralelementstotheprocess:voluntariness,

logic,actions,andreactions(Figure2).

Voluntariness,asalsonotedbyotherresearchers(e.g.,Deterding,2016)isaprerequisitewithout

whichaplayfulmindsetcannottakeplace.Itispossibletoattendorplayagamewithoutbeing

playful,andtobeplayfulwithoutbeingatplayorplayingagame(Stenros,2015).Yetformeaningful

engagementwithagamifiedactivitytotakeplace,voluntaryparticipationwiththerightkindof

mindsetisnecessary.Logicincludesboththenecessarytechnologiesandmaterials,aswellasrules

fortheorganizationofplayorgames.Forgamification,rulesorganizetheactivityandguideitto

therightdirections.Theymayalsofocustaskselectionandtaskresolution,andtherebyguidethe

processtowardsthedesiredobjectives.Actionscovereverythingdoneduringplayandthegame’s(or

gamifiedsystem’s)responsestothat,andReactionsisthephysiologicalandpsychologicalreactions

oftheparticipants.Finally,asocialinteractioncomponentrunsthroughthelasttwocategories.

Severaloftheseelementsaredirectlyrelevantforcasesofgovernmentalgamification.For

example,ithasbeendocumentedthatsocialinfluence(e.g.,thenumberoffriendsusingtheservice)

hasadirectinfluenceonpeople’sinterestinusingagamifiedsystem(Hamari&Koivisto,2015).

Socialgamificationappearstobesimilarlyaseffectiveintherealmofgovernmentalservices(Thiel,

2016b).Agamifiedgovernmentserviceneedstosupportsocialplay,ifitseekstostayinuse,and

findnewusers.

Governmentsarealsooftenforcedbyoutsourcingandprocurementregulationstoselectcertain

technologies,includinginformationsystems,overothermoreoptimallysuitedones.Thismeansthat

thelogicofsomegamificationapplicationsmaybecomedistorted,orprevented,earlyon.Actions

madepossiblebytheLogicofthesystemwillproduceReactions,andthoseneedtobecontrolledif

apositiveresponseisdesired.ThisisinlinewiththeidealsofwhatThalerandSunstein(2009)call

“libertarianpaternalism”,theguidanceofpeopletowardschoicesthatarebeneficialtothemwithout

resortingtoanykindsofcoercion.

AN oUTLINE FoR THE GoVERNMENTAL GAMIFICATIoN PRoCESS

Intheircaseexample,KlapzteinandCipolla(2016)outlineaprocessfortheuseofgamifiedservices

inacontextwebelievetobeapplicablealsotogovernmentservices.ItsstagesareEngagement,

Entry,Immersion,Exit,andExtension.Eachofthesestepsisnecessaryinthecontextofgamified

governmentalservice,foravarietyofreasons.Wethereforeseeitofincreasedvaluetogovernmental

Figure 2. GSF framework structure (Klapztein & Cipolla, 2016)

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gamificationtoextendtheKlapzteinandCipolla(2016)gamificationprocesstothecontextof

gamifiedgovernmentalservices.

Engagementrequiresthatthedesignersunderstandbothmarketingandhuman-centereddesign.

Gamificationdesign,ingeneral,isoftenamultidisciplinaryprocess(Morchheuseretal.,2018).

Withoutsufficientandsufficientlywell-donemarketing,peoplewillnotfindthegamifiedservicein

thefirstplace,ormaynotconsideritworthtryingandtesting,eveniftheydofindit.Thisisalreadya

designstagethatrequiresanunderstandingofhumanisticgamification(Deterding,inpress),instead

ofjustrhetoricaldesignprocesses.Engagementisatrickysubject,oftenequatedwithimmersion,

butwhenanalyzedonitsown,engagementshowsspecialrequirements.Insomecases,justframing

anactivityasagameissufficientforittobeconsideredengaging(Lieberoth,2015).Inothercases,

framingthegamifiedactivityase.g.,“thisthingwedo”(i.e.,asanot-game)maybemoreefficient

(Harviainen&Savonsaari,2013).Engagementisincreasinglyachievedthroughnotanyovert

marketingcampaigns,butratherthroughvirallyspreadingreportsonboththeenjoyabilityofthe

activityandonasenseofindividualsbeingabletomakeadifferencebyusingit.Socialinfluence

nowadayscruciallyaffectstheselectionofanyhedonicinformationsystems(Venkatesh&Davis,

2000).Thissocialmarketingeffectextendstogamifiedversionsofotherwisenon-hedonicsystems

(Koivisto,2018).Itisthereforeimportanttocreatecuriosityinthepotentialusersofthegamified

system,sothattheywanttoexploreandplaywithit.

Entryisthepointatwhichcuriosityturnsintoactualusageofasystem.Asmanypotentialusers

arelostattheearlystagesoftheirtryingthesystemout,centralelementstoensuretheirusageofthe

systemincludebothperceivedeaseofuse,aswellasperceivedusefulnessofthesysteminquestion

(asperDavis,1989).Nonetheless,incasesofhedonicsystems,peoplehaveatendencytochoose

theenjoyableoverthemostusefuloption,ifthetwoarenotthesame(VanderHeijden,2004).As

peopleareexpectedtochoosethegamifiedversionofaserviceoveranon-gamifiedoneinorderto

avoide.g.,theboredomassociatedwithdealingwithbureaucracy,theyshouldnotbeturnedawayby

thingssuchasdifficultinterfacesorannoyinguserexperiences.Gamificationisoftenunsuccessful

inthelongrunbecauseofthispossiblelackofattentiontoitsusabilityandeaseofuse.

Immersion,intheKlapzteinandCipolla(2016)context,referstothesystemusagestageat

whichpeoplestartgettingbenefitsfromthesystem.Inthecaseofagamifiedsystem,itcanalso

meanimmersioninthegamingsense,i.e.,thattheuser’sprimaryperceptionfocusesontheactivity

itself,nottheperceivedbenefitsthatcanbegainedbyusingit(aspere.g.,Ermi&Mäyrä,2005;

Turner,2016;seealsoHamarietal.,2016).Nevertheless,theinstrumentalbenefitsofusingthe

systemmustbealignedwiththeplayatthispoint.Ifthisisnotdone,playerswillquicklyfeelasense

ofdissonancebetweenthegamifiedsystemandthegoals,andtheymaybecomemorelikelytostop

playing(Schrier,2016).

Exitisnotjustthepointofleavingthesystemorpausingduringitsuse,butalsothewaysin

whichinstrumentalbenefitsaregainedortakenoutofthesystem.itisnotsufficientthatthegamified

activitybeentertainingandenjoyable.Ifitisonlythat,itremainsatthelevelofmarketinghype,and

becomesagameonitsown,insteadofagamifiedservice.Afterall,themainaimofgamificationis

dual:enjoymentaswellasusefulness,thelackofoneisthreateningtoasystemoraservicebeing

consideredgamified.Furthermore,theservicethatisbeingprovidedneedstobeatthemostvisible

partatthestageofexit,orpeoplewillneverenterthestageofextension.

Extensionincludesusers’continuedinterestinthesystem,eitherforitsenjoyableplay,itsbenefits,

or(hopefully)both.Ifthistakesplace,thesystemcanbeconsideredadesignandanimplementation

success.Extensionalsofeaturestheopportunitiesforfeedbackandfurtherinteractionwiththeservice

providers.Whenthestageworks,currentorformeruserswillfunctionasagentswhofurtherother

people’slikelihoodofenteringtheEngagementstagewiththegamifiedservice.

Ininformationsystemsterms,thegamifiedsystemhastoexcelatthecognitive,economicaland

managerialsystemsaspects(asperBuckland,1991):ithastoleadtoactual,beneficialchangesinits

users’state,situationorknowledge;ithastobeperceivedasbeingabletoefficientlydoso;andits

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usemustbeperceivedasbeneficial,enjoyable,worthwhile,andeasy.Itdoesnothavetobethemost

cost-effectiveoptionavailable,perse,ifpeoplethinkthatthefungainedthroughplaymitigatesextra

costsine.g.,timeoreffortrequiredtoaccomplishamundanetask(asperVanDerHeijden,2004).

Allofthisrequiresadiveintoconceptsofhuman-centereddesign,throughwhichthesefactorscan

beifnotascertainedbeforehand,atleastmademorelikely.KlapzteinandCipolla(2016)provide

oneprocessmodelforthispurpose(Figure3).

Thisdiscussedgamificationdesignprocesscanbecombinedwithexistingmethodsfromservice

design(seee.g.,Stickdornetal.,2018).Itisimportant,however,tonotethatconceptswhichwork

ingamesdonotnecessarilyfunctionaswellforgamification(Landers,2014).Adifferentapproach,

onethatcombinesdesignknowledgeofindividualgameelements,theirpotentialeffects,andthe

subjectmatter,isrequired.Thisiswhysuccessfulgovernmentalgamificationshouldbedoneinlarge

enoughteams,encompassingthevarious,necessarytypesofexpertise.

DISCUSSIoN

Landers(inpress)separatestwoversionsofgamification:themedia/saleshypeofrhetorical

gamification,andgamificationproper.Thefirstoftheseisabouttheshallowintroductionofsome

game-likeelements(e.g.,points,badges,leaderboards)toanon-gamingactivity,withmassivepromises

ofincreasedinterestandprofit,oftencriticizedbygamificationscholars(Bogost,2015;Landers,in

press;Nicholson,2012;2015).Thesecondoneisacareful,contentandprocesstailoredintroduction

ofelements,doneusingahumanisticapproachandtestedforimpact(seee.g.,Hamari,Hassan&

Dias,2018;Morschheuseretal.,2018).Undermostcircumstances,thesecondgamificationoption

isfarsuperior,whilethefirstonequicklyburnsoutuserinterestinthegamifiedservice,evenasthat

toomayprovidesomepositiveresultsintheshortterm(Rigby,2015).

We,however,believethatsomegovernmentalservicesmayprovetobeakeyexceptionto

thisformula.Duetothewaysinwhichtheyhavetobeaccessibleandeasytouseforthecitizens,

theyoftendonotbenefitfromgame-likehindrances.Engagementinthegovernmentalcontextis

alsosometimesintendedtolastforashortperiodoftimeandforspecificpurposessuchasvoter

engagementduringelections(e.g.,Foxman&Forelle,2014).Hence,complexgamificationdesigns

thatarguablyleadtolongerlastingengagementmaynotbeneeded.Themainwaytohandlethelevels

ofcomplexityintroducedbyholisticgamificationappearstobeconstanttracking(Hamarietal.,2018)

Figure 3. Gamification service framework application model (Klapztein & Cipolla, 2016)

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combinedwithadjustmentsinthedesignprocess(Morschheuseretal.,2017)toaccommodatethe

neededdesigncomplexitytoarriveatuserandcontextappropriate,complexgamification.Atthe

sametime,optionsforcomparison,self-trackingandconvenientachievementsmayincreasesome

users’interestincontributingtothesystemandinimprovingit,whilebeingineffectiveininducing

similarengagementwithothers(Hamarietal.,2018).Thequestionthereforeishowtooptimizethe

gamificationsothatitdoesnotbecometoocomplexortooshallow?

Werecommendthegamificationofjustpartialtasks,ratherthanholisticprocesses,withnoother

parallelun-gamifiedprocessforifgamificationfailstoattainthedesirablebehavioraloutcomesitis

intendedtoattain.AsnotedbyHassan(2017),rootedintheself-determinationtheory(e.g.,Ryan&

Deci,2000),theengagementandbehavioraleffectsofgamificationthatisbasedonrewardspersists

aslongastherewardsareperceivedasvaluable.Elementssuchasleaderboards,self-trackingand

socialcomparisonsmayprovefruitfulresultsbutnotcontinuously.Atthesametime,however,it

isimportanttorealizethatunlikeorganizationalplay(e.g.,Statleretal.,2009),gamificationdoes

notfunctionwellforinterventions.Rather,itbuildsonsystematicprocessesofrules,guidelinesand

pleasurableachievements.Itneedsenoughdurationinordertoworkitsmagic,andtogetpeopleto

enjoyeverythingfromtheEngagementtotheExtension,aswellastofindalloftheinteractionuseful

andbeneficialalsointhelongrun.

CoNCLUSIoN

Inthisarticle,wehavepresentedastructureforapplyinggamificationingovernmentalservice

contexts,aswellaskeyspecialelementsnecessarytoconsiderandtakeintoaccountwhiledoingso.

Byexaminingaselectedsetofworksongamification,governmentalcivicengagementtools,and

informationsystemsaspectsinthecontextoftheGamifiedServiceFramework,wehavebrought

forthnewknowledgeontheprocessofgamificationinpublicservices.Designersneedtoconsider

Engagement,Entry,Immersion,ExitandExtension,aswellasdosotogetherwithstakeholderswho

thoroughlyunderstandthegovernmentserviceprocessesthataretobegamified.Thisrequiresdeeper

engagementthanhassofarbeenappliedintheexamplesprovidedintheexaminedliterature.The

studyhasalsorevealedthatduetothepeculiaritiesofgovernmentalservices,asopposedtoe.g.,

servicesonthefreemarket,somemethodsofgamificationtypicallyconsideredtobeoflesservalue

mayinfactturnouttobeuseful,especiallyifextendedovertime.

Designinggovernmentalgamificationwiththeseprinciplesinmind,andbasedonsomeofthe

designknowledgealreadygatheredinthegamificationfield,willincreasethelikelihoodthatthe

implementedgovernmentalgamificationissuccessful.Itwillbebetterabletoengageusersandprovide

themwithenjoyabilityfrominteractionwithmundanegovernmentalservices,aswellasconnect

themmoreefficientlytothenaturalbenefitstheywantfromtheuseoftheserviceinquestion.This

hasthepotentialtoimproveperceptionsofgovernments,andwillprovideapositiveimpactonsome

citizens’qualityofliving.

Thecentrallimitationofthisworkisthatitdoesnotengagewithanygamificationexperimentsof

itsown,andbuildsuponexistingtheoryandresearch.Thisisnecessaryfortheorydevelopment,but

mayalsocausegapsintherecommendations.Furtherfieldtestsoftheframeworkprovidedhereare

thereforerequired,asisadeeperconnectiontoexistingresearchthroughsuchgood,deepexperiments.

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J. Tuomas Harviainen (PhD, MBA) is a Professor of Information Studies and Interactive Media at the University of Tampere, Finland, and one of the editors of the journal Simulation & Gaming. His work has been published in venues such as Organization Studies, New Media & Society, Journal of Business Ethics, and the Journal of Documentation.

Lobna Hassan is an information systems researcher at Hanken school of Economics and the Gamification Group of the University of Tampere. Prior to that she received her Bachelor and master’s degree in Technology-Based Management, from the German University in Cairo, with high honours. Hassan’s research interests include gamification, virtual reality, motivational technology, social networking application and management of communal activities.

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