My weekly reading: Digital Strategy and Gamification Approach

UK Digital Strategy, March 1 2017 link
Thiel, Sarah-Kristin , Michaela Reisinger, Kathrin Röderer, and Peter Fröhlich. (2016). Playing (with) Democracy: A Review of Gamified Participation Approaches. Journal of eDemocracy and Open Government. Vol 8, No 3. link
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With respect to the first reading, the key message and main objective is to build a stronger, fairer country for everyone without exclusion and especially for future generations trough digital.
A digital strategy serving a digital economy with 7 pillars:
1-  Building a digital infrastructure using the world-class Technology, like 4G, 5G, Fiber, …
2-  Giving everyone access to the digital skills they need via traning for users and coding skills
3-  Making the UK the best place to start and grow a digital business with dedicated ecosystems and capitalizing on the Finance experience
4-  Helping every British business become a digital business: E-transformation
5-  Making the UK the safest place in the world to live and work online: Cyber-Security and legal Framework
6-  Maintaining the UK government as a world leader in serving its citizens online: Government as a platform
7-  Unlocking the power of data in the UK economy and improving public confidence in its use: Data as a global commodity and Data Driven Economy.
Concerning the second article, the authors present the gamification participation approach or in other terms how to enhance the e-participation with game elements.
The gamification is adding game elements to a non game context in order to invoke intrinsic motivations.
For the public participation context, the authors resumed the concept in the following Matrix:
Yassine EL BAHLOULI
Digital Governance LAB
https://www.digitalgovernancelab.org/dgl-team/

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