Game elements enabling citizens’ engagement

an integrative literature review into elements, motivations, drivers and barriers

Authors

DOI:

https://doi.org/10.59490/dgo.2025.974

Keywords:

Gamification, Integrative Literature Review, Citizen Engagement, Civic Engagement Theory, Taxonomy, Game Elements, Motivation, Self-Concordance Model, Digital Government

Abstract

Gamification may foster citizen relationships with the government but can also result in a disinterest in participation. In the context of digital government, we do not know which game elements specifically contribute to citizen engagement. In this paper, we conduct an integrative study, drawing from existing literature on citizen engagement through gamification. We examined the citizens’ motivation to engage with the government, linked it with game elements explored in the literature, and finally exhibited how these elements could support or inhibit citizens’ motivation. Using self-concordance and civic engagement models, we investigated gamification focusing on individual experiences, both personally and as citizens. The findings of this research show a link of static game elements with external and introjected forms of motivation. In contrast, dynamic game elements seem more aligned with intrinsic and identified motivation. We develop a taxonomy outlining these relationships, enabling further research on game elements and their impact on citizen engagement over time.

Downloads

Download data is not yet available.

References

Abt, C. C. (1975). Serious games (5. print). Viking Press.

AlMarshedi, A., Wills, G. B., Wanick, V., & Ranchhod, A. (2014). Towards a sustainable gamification impact. International Conference on Information Society (i-Society 2014), 195–200.

Arndt, E., Burgman, M., Schneider, K., & Robinson, A. (2020). Working with government–innovative approaches to evidence-based policy-making. Conservation Research, Policy and Practice, 216–229.

Avolicino, S., Di Gregorio, M., Romano, M., Sebillo, M., Tortora, G., & Vitiello, G. (2022). EcoGO: Combining eco-feedback and gamification to improve the sustainability of driving style. Proceedings of the 2022 International Conference on Advanced Visual Interfaces, 1–5. https://doi.org/10.1145/3531073.3531127

Balestrini, M., Rogers, Y., Hassan, C., Creus, J., King, M., & Marshall, P. (2017). A city in common: A framework to orchestrate large-scale citizen engagement around urban issues. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2282–2294.

Becker, M., Ksenia Koroleva, Diogo Vitorino, K. D., & Novak, J. (2019). Developing a Collective Awareness Platform for Urban Sustainability Challenges: Case Study of the POWER Project. European Journal of Sustainable Development, 8(4), 214. https://doi.org/10.14207/ejsd.2019.v8n4p214

Bhéreur-Lagounaris, A. (2016). Is Citizen Science Gaming the Next ‘Level Up’ for Social Impact Games? Crossing Public Involvement, Technological Accessibility and Game Design. In B. Kuhn (Ed.), Levelling Up: The Cultural Impact of Contemporary Videogames (pp. 111–120). BRILL. https://doi.org/10.1163/9781848884380_013

Bianchini, D., Fogli, D., & Ragazzi, D. (2016). Promoting citizen participation through gamification. Proceedings of the 9th Nordic Conference on Human-Computer Interaction, 1–4.

Bossavit, B., & Parsons, S. (2016). Designing an educational game for and with teenagers with high functioning autism. Proceedings of the 14th Participatory Design Conference: Full Papers - Volume 1, 11–20. https://doi.org/10.1145/2940299.2940313

Bousios, A., Gavalas, D., & Lambrinos, L. (2017). CityCare: Crowdsourcing daily life issue reports in smart cities. 2017 IEEE Symposium on Computers and Communications (ISCC), 266–271. https://doi.org/10.1109/ISCC.2017.8024540

Bowser, A., Hansen, D., Preece, J., He, Y., Boston, C., & Hammock, J. (2014). Gamifying citizen science: A study of two user groups. Proceedings of the Companion Publication of the 17th ACM Conference on Computer Supported Cooperative Work & Social Computing, 137–140. https://doi.org/10.1145/2556420.2556502

Bu, Z., Liu, J., & Zhang, X. (2023). Collaborative government-public efforts in driving green technology innovation for environmental governance in PPP projects: A study based on prospect theory. Kybernetes. https://doi.org/10.1108/K-08-2023-1415

Chian, Y. X. (2023). Sustainable, inclusive city-making through smart, playable environments: Developing and testing the CO2rdinates pervasive mobile game. 26th International Academic Mindtrek Conference, 321–328. https://doi.org/10.1145/3616961.3617803

Clarke, S., Arnab, S., Lewis, M., Morini, L., Depriori, S., Bogliolo, A., & Klopfenstein, L. (2017). A gamified approach for facilitating a user-engagement strategy for public-led collective awareness platform for road sensing. Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017, 79–87.

Contreras-Espinosa, R. S., & Blanco-M, A. (2022). A Literature Review of E-government Services with Gamification Elements. International Journal of Public Administration, 45(13), 964–980. https://doi.org/10.1080/01900692.2021.1930042

Dargan, T., & Evequoz, F. (2015). Designing Engaging e-Government Services by Combining User-Centered Design and Gamification: A Use-Case. Proceedings of the European Conference on E-Government, ECEG, 2015-January, 70–78.

De Francisco, M. S., Díaz, P., Onorati, T., Monteron, Á., & Aedo, I. (2024). Designing mobile technologies to encourage civic engagement: The role of situated motivational affordances. IEEE Transactions on Emerging Topics in Computing, 1–12. https://doi.org/10.1109/TETC.2023.3296772

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. https://doi.org/10.1145/2181037.2181040

Eveleigh, A., Jennett, C., Lynn, S., & Cox, A. L. (2013). “I want to be a captain! I want to be a captain!”: Gamification in the old weather citizen science project. Proceedings of the First International Conference on Gameful Design, Research, and Applications, 79–82. https://doi.org/10.1145/2583008.2583019

Fernandes, F. T., & Junior, P. T. A. (2016). Gamification Aspects in the Context of Electronic Government and Education: A Case Study. In F. F.-H. Nah & C.-H. Tan (Eds.), HCI in Business, Government, and Organizations: Information Systems (Vol. 9752, pp. 140–150). Springer International Publishing. https://doi.org/10.1007/978-3-319-39399-5_14

Firmstone, J., & Coleman, S. (2015). Public engagement in local government: The voice and influence of citizens in online communicative spaces. Information, Communication & Society, 18(6), 680–695.

Foxman, M., & Forelle, M. (2014). Electing to Play: MTV’s Fantasy Election and Changes in Political Engagement Through Gameplay. Games and Culture, 9(6), 454–467. https://doi.org/10.1177/1555412014549804

Fung, A. (2015). Putting the public back into governance: The challenges of citizen participation and its future. Public Administration Review, 75(4), 513–522.

Gabriel, S., & Schmölzer, B. (2022). Climate4Kids: A Gamified App Teaching about Climate Change. Proceedings of the European Conference on Games-Based Learning, 16, 236–243.

García Iruela, M., Fonseca, M. J., Hijón Neira, R., & Chambel, T. (2019). Analysis of gamification elements. A case study in a computer science course. Artificial Intelligence in Education: 20th International Conference, AIED 2019, Chicago, IL, USA, June 25-29, 2019, Proceedings, Part II 20, 89–93.

Gastil, J. (2023). To Play Is the Thing: How Game Design Principles Can Make Online Deliberation Compelling. American Behavioral Scientist, 67(8), 1042–1060. https://doi.org/10.1177/00027642221093592

Gastil, J., & Broghammer, M. (2021). Linking Theories of Motivation, Game Mechanics, and Public Deliberation to Design an Online System for Participatory Budgeting. Political Studies, 69(1), 7–25. https://doi.org/10.1177/0032321719890815

Geiselhart, K. (2004). Citizen engagement: The next horizon for digital government.[Paper in: The Vocal Citizen, Patmore, Glenn and Jungwirth, Gary (eds.).]. Labor Essays, 2004, 86–99.

Gicquel, P.-Y., Hamon, L., Plaut, F., & George, S. (2019). Albiziapp: A Gamified Tool Dedicated to Tree Mapping. In A. Liapis, G. N. Yannakakis, M. Gentile, & M. Ninaus (Eds.), Games and Learning Alliance (Vol. 11899, pp. 287–297). Springer International Publishing. https://doi.org/10.1007/978-3-030-34350-7_28

Google. (2024). Gamification on google trends. Google Trend. [link]

Graham, S., Metcalf, A. L., Gill, N., Niemiec, R., Moreno, C., Bach, T., Ikutegbe, V., Hallstrom, L., Ma, Z., & Lubeck, A. (2019). Opportunities for better use of collective action theory in research and governance for invasive species management. Conservation Biology, 33(2), 275–287.

Haddaway, N. R., Page, M. J., Pritchard, C. C., & McGuinness, L. A. (2022). PRISMA2020: An R package and Shiny app for producing PRISMA 2020-compliant flow diagrams, with interactivity for optimised digital transparency and Open Synthesis. Campbell Systematic Reviews, 18(2), e1230. https://doi.org/10.1002/cl2.1230

Haklay, M., Dörler, D., Heigl, F., Manzoni, M., Hecker, S., Vohland, K., Vohland, K., Land-Zandstra, A., Ceccaroni, L., Lemmens, R., & others. (2021). What is citizen science? The challenges of definition. The Science of Citizen Science, 13.

Hantke, S., Appel, T., & Schuller, B. (2018). The Inclusion of Gamification Solutions to Enhance User Enjoyment on Crowdsourcing Platforms. 2018 First Asian Conference on Affective Computing and Intelligent Interaction (ACII Asia), 1–6. https://doi.org/10.1109/ACIIAsia.2018.8470330

Haro-de-Rosario, A., Sáez-Martín, A., & del Carmen Caba-Pérez, M. (2018). Using social media to enhance citizen engagement with local government: Twitter or Facebook? New Media & Society, 20(1), 29–49.

Hassan, L. (2017). Governments Should Play Games: Towards a Framework for the Gamification of Civic Engagement Platforms. Simulation & Gaming, 48(2), 249–267. https://doi.org/10.1177/1046878116683581

Hassan, L., & Hamari, J. (2019). Gamification of e-participation: A literature review. Proceedings of the Annual Hawaii International Conference on System Sciences, 2019-January, 3077–3086.

Hassan, L., & Hamari, J. (2020). Gameful civic engagement: A review of the literature on gamification of e-participation. Government Information Quarterly, 37(3), 101461. https://doi.org/10.1016/j.giq.2020.101461

Hassan, L., Morschheuser, B., Alexan, N., & Hamari, J. (2018). First-hand experience of why gamification projects fail and what to do about it. 2018 the 2nd International GamiFIN Conference, 141–150.

Hassan, L., & Nader, A. (2016). Gamification design in action: The practical cases of gamification platforms for employee work motivation and citizens’ civic engagement. PROCEEDINGS OF THE INTERNATIONAL CONFERENCE ON ICT MANAGEMENT FOR GLOBAL COMPETITIVENESS AND ECONOMIC GROWTH IN EMERGING ECONOMIES (ICTM 2016), 67–70.

Huang, L., Deng, C., Hoffman, J., Hadi Mogavi, R., Kim, J. J., & Hui, P. (2024). Long-Term Gamification: A Survey. In X. Fang (Ed.), HCI in Games (pp. 32–43). Springer Nature Switzerland.

Hunicke, R., LeBlanc, M., Zubek, R., & others. (2004). MDA: A formal approach to game design and game research. Proceedings of the AAAI Workshop on Challenges in Game AI, 4(1), 1722.

Iacovides, I., Jennett, C., Cornish-Trestrail, C., & Cox, A. L. (2013). Do games attract or sustain engagement in citizen science?: A study of volunteer motivations. CHI ’13 Extended Abstracts on Human Factors in Computing Systems, 1101–1106. https://doi.org/10.1145/2468356.2468553

Irvin, R. A., & Stansbury, J. (2004). Citizen participation in decision making: Is it worth the effort? Public Administration Review, 64(1), 55–65.

Jüni, P., Holenstein, F., Sterne, J., Bartlett, C., & Egger, M. (2002). Direction and impact of language bias in meta-analyses of controlled trials: Empirical study. International Journal of Epidemiology, 31(1), 115–123.

Kaur, M., Buisman, H., Bekker, A., & McCulloch, C. (2022). Innovative capacity of governments: A systemic framework.

Kazhamiakin, R., Marconi, A., Perillo, M., Pistore, M., Valetto, G., Piras, L., Avesani, F., & Perri, N. (2015). Using gamification to incentivize sustainable urban mobility. 2015 IEEE First International Smart Cities Conference (ISC2), 1–6.

Kongeseri, S., & Coley, C. (2019). Design of a Collaborative Tabletop Game for Civic Engagement: Serious Games in Rural India. In N. Zagalo, A. I. Veloso, L. Costa, & Ó. Mealha (Eds.), Videogame Sciences and Arts (Vol. 1164, pp. 86–98). Springer International Publishing. https://doi.org/10.1007/978-3-030-37983-4_7

Kumagai, S., & Ilorio, F. (2020). Building trust in government through citizen engagement. World Bank.

Latifi, G. R., Monfared, M. P., & Khojasteh, H. A. (2022). Gamification and citizen motivation and vitality in smart cities: A qualitative meta-analysis study. GeoJournal, 87(2), 1217–1230. https://doi.org/10.1007/s10708-020-10295-0

Lee, C.-S., Foo, J.-J., Sangar, V. J., Chan, P.-Y., Hor, W.-K., & Chan, E.-K. (2017). A Knowledge Management-Extended Gamified Customer Relationship Management System. 2017 International Conference on Soft Computing, Intelligent System and Information Technology (ICSIIT), 341–346. https://doi.org/10.1109/ICSIIT.2017.46

Li, X., Wu, L., Xie, T., & Wang, T. (2023). The evolution of public participation under dynamic government intervention in nuclear NIMBY events: A network evolutionary game method. Environmental Science and Pollution Research, 30(24), 65026–65040. https://doi.org/10.1007/s11356-023-26662-6

Lopez, L. S., Basu, A., Blagrave, K., Bove, G., Stewart, K., Bazely, D., & Sharma, S. (2024). Establishing a long-term citizen science project? Lessons learned from the Community Lake Ice Collaboration spanning over 30 yr and 1000 lakes. Limnology and Oceanography Letters, 9(2), 99–111.

Martín-Martín, A., Orduna-Malea, E., Thelwall, M., & López-Cózar, E. D. (2018). Google Scholar, Web of Science, and Scopus: A systematic comparison of citations in 252 subject categories. Journal of Informetrics, 12(4), 1160–1177.

Mendez, J. I., Ponce, P., Meier, A., Peffer, T., Mata, O., & Molina, A. (2019). Framework for promoting social interaction and physical activity in elderly people using gamification and fuzzy logic strategy. 2019 IEEE Global Conference on Signal and Information Processing (GlobalSIP), 1–5. https://doi.org/10.1109/GlobalSIP45357.2019.8969110

Michael, D., & Chen, S. (2011). Serious games: Games that educate, train, and inform (Nachdr.). Course Technology.

Minge, M., Bürglen, J., & Cymek, D. H. (2014). Exploring the Potential of Gameful Interaction Design of ICT for the Elderly. In C. Stephanidis (Ed.), HCI International 2014—Posters’ Extended Abstracts (Vol. 435, pp. 304–309). Springer International Publishing. https://doi.org/10.1007/978-3-319-07854-0_54

Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & PRISMA Group*, t. (2009). Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. Annals of Internal Medicine, 151(4), 264–269.

Moreira, F., Ferreira, M. J., Escudero, D. F., Pereira, C. S., & Durao, N. (2020). Teaching and learning Modelling and Specification based on gamification. 2020 15th Iberian Conference on Information Systems and Technologies (CISTI), 1–6. https://doi.org/10.23919/CISTI49556.2020.9140829

Morrison, A., Polisena, J., Husereau, D., Moulton, K., Clark, M., Fiander, M., Mierzwinski-Urban, M., Clifford, T., Hutton, B., & Rabb, D. (2012). The effect of English-language restriction on systematic review-based meta-analyses: A systematic review of empirical studies. International Journal of Technology Assessment in Health Care, 28(2), 138–144.

Mossberger, K., Tolbert, C. J., & McNeal, R. S. (2007). Digital citizenship: The Internet, society, and participation. MIt Press.

Padilla-Zea, N., Burgos, D., Holloway, G., & Cullen, J. (2022). Social interaction and gamification with youth at risk of social exclusion: The technological approach of the Keystone project. Entertainment Computing, 43, 100502. https://doi.org/10.1016/j.entcom.2022.100502

Palacin-Silva, M. V., Knutas, A., Ferrario, M. A., Porras, J., Ikonen, J., & Chea, C. (2018). The Role of Gamification in Participatory Environmental Sensing: A Study In the Wild. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 1–13. https://doi.org/10.1145/3173574.3173795

Peischl, B., Schantl, J., & Holzinger, A. (2014). Energizing People’s Work—Transforming Organizations Through Gamification: Proceedings of the 11th International Conference on E-Business, 201–208. https://doi.org/10.5220/0005050502010208

Pflanzl, N., Classe, T., Araujo, R., & Vossen, G. (2017). Designing Serious Games for Citizen Engagement in Public Service Processes. In M. Dumas & M. Fantinato (Eds.), Business Process Management Workshops (Vol. 281, pp. 180–191). Springer International Publishing. https://doi.org/10.1007/978-3-319-58457-7_14

Prestopnik, N. R., & Crowston, K. (2011). Gaming for (Citizen) Science: Exploring Motivation and Data Quality in the Context of Crowdsourced Science through the Design and Evaluation of a Social-Computational System. 2011 IEEE Seventh International Conference on E-Science Workshops, 28–33. https://doi.org/10.1109/eScienceW.2011.14

Prestopnik, N. R., & Tang, J. (2015). Points, stories, worlds, and diegesis: Comparing player experiences in two citizen science games. Computers in Human Behavior, 52, 492–506. https://doi.org/10.1016/j.chb.2015.05.051

Prestopnik, N., & Souid, D. (2013). Forgotten island: A story-driven citizen science adventure. CHI ’13 Extended Abstracts on Human Factors in Computing Systems, 2643–2646. https://doi.org/10.1145/2468356.2479484

Purwanto, A., Zuiderwijk, A., & Janssen, M. (2020). Citizen engagement with open government data: Lessons learned from Indonesia’s presidential election. Transforming Government: People, Process and Policy, 14(1), 1–30.

Quecke, A., & Mariani, I. (2021). How to design taskification in video games. A framework for purposeful game-based crowdsourcing. CEUR Workshop Proceedings, 2934.

Raftopoulos, M. (2020). Has gamification failed, or failed to evolve? Lessons from the frontline in information systems applications. GamiFIN, 21–30.

Rehm, S., Foth, M., & Mitchell, P. (2018). DoGood: Examining gamification, civic engagement, and collective intelligence. AI & SOCIETY, 33(1), 27–37. https://doi.org/10.1007/s00146-017-0711-x

Resek, C. L., Siniscalchi, P. P., Caetano, B. P., Oliveira, K. W. R., Paula, M. M. V., & Souza, J. M. (2024). Gamification of Citizen Participation: A Systematic Mapping. IEEE Transactions on Games, 16(1), 1–15. https://doi.org/10.1109/TG.2022.3216750

Romero-Hernandez, A., Gonzalez Riojo, M., Diaz-Faes-Perez, C., & Manero-Iglesias, B. (2018). The Courtesy of Spain: Theater for the New Generations. IEEE Revista Iberoamericana de Tecnologias Del Aprendizaje, 13(3), 102–110. https://doi.org/10.1109/RITA.2018.2862738

Ronzhyn, A., Wimmer, M. A., Viale Pereira, G., & Alexopoulos, C. (2020). Gamification in Public Service Provisioning: Investigation of Research Needs. The 21st Annual International Conference on Digital Government Research, 294–300. https://doi.org/10.1145/3396956.3398256

Schell, R., & Kaufman, D. (2016). Cognitive Benefits of Digital Games for Older Adults—Strategies for Increasing Participation: Proceedings of the 8th International Conference on Computer Supported Education, 137–141. https://doi.org/10.5220/0005878501370141

Schrape, N. (2014). Gamification and governmentality. meson press.

Sergeyeva, O., Bogomiagkova, E., Orekh, E., & Kolesnik, N. (2020). Gamification as a Trend in the Development of Civic and Political Participation. In A. Chugunov, I. Khodachek, Y. Misnikov, & D. Trutnev (Eds.), Electronic Governance and Open Society: Challenges in Eurasia (Vol. 1135, pp. 125–137). Springer International Publishing. https://doi.org/10.1007/978-3-030-39296-3_10

Sheldon, K. M., & Elliot, A. J. (1999). Goal striving, need satisfaction, and longitudinal well-being: The self-concordance model. Journal of Personality and Social Psychology, 76(3), 482.

Sigmund, K., & Nowak, M. A. (1999). Evolutionary game theory. Current Biology, 9(14), R503–R505.

Steffens, F., Marczak, S., Figueira Filho, F., Treude, C., & Souza, C. R. (2017). A preliminary evaluation of a gamification framework to jump start collaboration behavior change. In 2017 IEEE/ACM 10th International Workshop on Cooperative and Human Aspects of Software Engineering (CHASE (pp. 90–91). IEEE.

Sun, C., Liu, J., & Lu, G. (2023). Collaborative strategies of multiple stakeholders in green innovation of megaprojects based on a three-group evolutionary game. Developments in the Built Environment, 16, 100279. https://doi.org/10.1016/j.dibe.2023.100279

Tennent, P., Pantidi, N., & Benford, S. (2016, July). Playful Campaigning. Proceedings of the 30th International BCS Human Computer Interaction Conference. https://doi.org/10.14236/ewic/HCI2016.39

Thiel, S.-K. (2015). Investigating the influence of game elements on civic engagement. Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers - UbiComp ’15, 819–823. https://doi.org/10.1145/2800835.2804403

Thiel, S.-K., & Lehner, U. (2015). Exploring the effects of game elements in m-participation. Proceedings of the 2015 British HCI Conference, 65–73. https://doi.org/10.1145/2783446.2783587

Thiel, S.-K., Reisinger, M., Röderer, K., & Fröhlich, P. (2016). Playing (with) Democracy: A Review of Gamified Participation Approaches. JeDEM - eJournal of eDemocracy and Open Government, 8(3), 32–60. https://doi.org/10.29379/jedem.v8i3.440

Torres-Toukoumidis, Á., Romero-Rodríguez, L. M., Aguaded, I., Pérez-Rodríguez, A., & Sandoval, Y. (2017). Procedural model in the evaluation of public policy through gamification. Revista de Administração Pública, 51(5), 810–827.

Van Zoonen, L. (2020). Data governance and citizen participation in the digital welfare state. Data & Policy, 2, e10. https://doi.org/10.1017/dap.2020.10

Vanolo, A. (2019). Playable Urban Citizenship: Social Justice and the Gamification of Civic Life. In P. Cardullo, C. Di Feliciantonio, & R. Kitchin (Eds.), The Right to the Smart City (pp. 57–69). Emerald Publishing Limited. https://doi.org/10.1108/978-1-78769-139-120191004

Verba, S., Schlozman, K. L., & Brady, H. E. (1995). Voice and equality: Civic voluntarism in American politics. Harvard University Press.

Vicens, J., Perelló, J., & Duch, J. (2018). Citizen Social Lab: A digital platform for human behavior experimentation within a citizen science framework. PLOS ONE, 13(12), e0207219. https://doi.org/10.1371/journal.pone.0207219

Wang, X., Cho, S.-H., & Scheller-Wolf, A. (2021). Green Technology Development and Adoption: Competition, Regulation, and Uncertainty—A Global Game Approach. Management Science, 67(1), 201–219. https://doi.org/10.1287/mnsc.2019.3538

Wilis, N., & Parningotan Manik, L. (2022). The Effect of Visual Appeal, Social Interaction, Enjoyment, and Competition on Mobile Esports Acceptance by Urban Citizens. Interdisciplinary Journal of Information, Knowledge, and Management, 17, 601–624. https://doi.org/10.28945/5045

Wohlin, C. (2014). Guidelines for snowballing in systematic literature studies and a replication in software engineering. Proceedings of the 18th International Conference on Evaluation and Assessment in Software Engineering, 1–10.

Wolf, M. J. P. (Ed.). (2002). The Medium of the Video Game. In The Medium of the Video Game (pp. 193–200). University of Texas Press. https://doi.org/10.7560/791480-013

Downloads

Published

2025-05-21

How to Cite

Satrio, B., Kleiman, F., & Janssen, M. (2025). Game elements enabling citizens’ engagement: an integrative literature review into elements, motivations, drivers and barriers. Conference on Digital Government Research, 26. https://doi.org/10.59490/dgo.2025.974

Conference Proceedings Volume

Section

Research papers