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What is the status and the challange of of eParticipation? It seems the engagement rate has not been increased and the challanges are to activate and engage the people to long-term participation. Gamification can encourage and increase the usage of different systems. Different groups can be attracted through gamification, like young or less interested people. But do we want to gamifiy democracy? The critique is, that it is not a bridge builder for everybody. The clue is to have different strategies e.g. challanges, incentives and point systems to increase eParticipation. Even if game aspects are not "reaching" everybody they can serve as additional motivatians.