SYSTEMATIC LITERATURE REVIEW ABOUT GAMIFICATION IN PUBLIC MANAGEMENT
Keywords:
Gamification, Public management, systematic literature reviewAbstract
Gamification has been suggested as a promising alternative to traditional techniques for increasing engagement among public service employees. Despite its apparent advantages in motivating behavior change in management, its effectiveness is still not well understood. This article aims to evaluate the quality of empirical support and the effectiveness of gamification applied to public service management. A systematic review of the literature on gamification in public management was carried out, through searches in the Web of Science and SCOPUS databases. Initially, 23 articles were identified, of which only 11 were included in the final analysis, focusing on the quality and application domain of gamification in this sector. The study reinforces gamification as a valuable tool for engaging users and solving problems in the public sector, contributing to the modernization and improvement of public management and increasing the effectiveness and legitimacy of public policies.
Downloads
References
Agarwal, R., Mittal, N., Patterson, E., & Giorcelli, M. (2021). Evolution of the Indian LPG industry: Exploring conditions for public sector business model innovation. Research Policy, 50(4), 104196. http://doi.org/10.1016/j.respol.2021.104196
Araújo Filho, R. C., Oliveira, F. M., & Nolasco, J. G. (2020). A carta fora do baralho: o lado obscuro da gamificação. Revista Valore, 5(1), 355-361.
Araújo, C. A. G., & Tenório, L. E. F. (2012). Proposta de um processo de Gamification utilizando redes sociais como ferramenta. In XI SBGames, Brasília.
Bisht, B., & Sharma, S. (2011). Social Accountability: Governance Scenario in the Health and Education Sector. Journal of Social Sciences, 29, 249-255.
Canto, L., S., M., & Massignan, C. (2021). Apresentação e Interpretação do Risco de Viés nos Resultados e Meta-análise. In Canto, L., S., M., Stefani, C. M., & Massignan, C. (Orgs.), Risco de Viés em revisões sistemáticas: guia prático (Cap. 15, pp. 245-270). Brasil Publishing.
Carolei, P., Munhoz, G., Gavassa, R., & Ferraz, L. (2016, 8 a 10 de setembro). Gamificação como elemento de uma política pública de formação de professores: vivências mais imersivas e investigativas. Simpósio brasileiro de games e entretenimento digital (SBGames), São Paulo.
Cavalcante, P. P. (2023). Avaliação da mudança na qualidade dos relatórios com a aplicação da gamificação em atividades de inteligência policial. [Dissertação de Mestrado Profissional, Universidade de Brasília]. Biblioteca de Teses e Dissertações da UnB.
Chamaret, C., Guérineau, M., & Mayer, J. C. (2023). When saying “enough” is not enough: How cultivating households’ mindfulness through gamification can promote energy sufficiency. Energy Research & Social Science, 105(1), 103294
Chambers, J. (2015, 07 de abril). Gamification: When governments up their game. Civil Service World. https://www.civilserviceworld.com/in-depth/article/gamification-when-governments-up-their-game
Cloke, H. (2023, 27 de maio). 19 gamification trends for 2023-2025: Top stats, facts & examples. Growth Engineering. https://www.growthengineering.co.uk.
Costa, L. F. C. (2016). Gamificação: regras claras para uma gestão pública orientada a resultados. [Dissertação de Mestrado, Universidade de Brasília]. Biblioteca de Teses e Dissertações da UnB.
Damiani, C., Machado, G. M., & Gasparini, I. (2019). Personalização e Gamificação no Contexto de Cidades Inteligentes. Cadernos de Informática, 10(1), 15-27.
Flavián, C., Ibáñez-Sánchez, S., Orús, C., & Barta, S. (2024). The dark side of the metaverse: The role of gamification in event virtualization. International Journal of Information Management, 75(1), 102726.
Girdauskiene, L., Ciplyte, E. A., & Navickas, V. (2022). Gamification as an innovative instrument for employee engagement. Marketing and Management of Innovations, 1, 10-17. https://doi.org/10.21272/mmi.2022.1-01
Guillén Mandujano, G., Quist, J., & Hamari, J. (2021). Gamification of backcasting for sustainability: The development of the gameful backcasting framework (GAMEBACK). Journal of Cleaner Production, 302(4), 126609.
Hassan, L., & Hamari, J. (2020). Gameful civic engagement: A review of the literature on gamification of e-participation. Government Information Quarterly, 37(1), 101461.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Kim, M. Y., & Kim, S. W. (2022). Deriving public innovation capacity: Evidence from the Korean public sector. Frontiers in Psychology, 13(1), 898399.
Koo, Y., & Lee, S. (2017). Developing UX design strategies for the better engagement of the public through the use of gamification in the public service and policy sector. Archives of Design Research, 30(4), 87-107.
Lai, K. P. Y., & Langley, P. (2023). Playful finance: Gamification and intermediation in FinTech economies. Geoforum, 2(1), 103848.
Legaki, N. Z., Karpouzis, K., Assimakopoulos, V., & Hamari, J. (2021). Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course. Technological Forecasting and Social Change, 167(5), 120725.
Liberati, A., Altman, D. G., Tetzlaff, J., Mulrow, C., Gøtzsche, P. C., Ioannidis, J. P., Clarke, M., Devereaux, P. J., Kleijnen, J., & Moher, D. (2009). The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate health care interventions: Explanation and elaboration. Journal of Clinical Epidemiology, 151(4), 65-94.
Ljungholm, D. P. (2015). The impact of transparency in enhancing public sector performance. Contemporary Readings in Law and Social Justice, 7(1), 172-178.
Lyrio, M. V. L., Lunkes, R. J., & Castelló Taliani, E. (2018). Thirty years of studies on transparency, accountability, and corruption in the public sector: The state of the art and opportunities for future research. Public Integrity, 20, 512-533.
Mirza-Babaei, P., & Stahlke, S. N. (2023). Interaction design in digital games. Chi ’23: Chi Conference On Human Factors In Computing Systems, Alemanha.
Nair, S., Mathew, J., & Ravikumar, T. (2023). Levelling up organisational learning through gamification: Based on evidence from public sector organisations in India. South Asian Journal of Human Resources Management, 10(1), 64-84.
Nuanmeesri, S. (2022). Development of community tourism enhancement in emerging cities using gamification and adaptive tourism recommendation. Journal of King Saud University - Computer and Information Sciences, 34(10), 8549-8563.
Oliveira, F. M., & Farias, G. A. de. (2020). Quadro de modelagem gamificada: manual para gamificadores. Gráfica e Editora da Uespi.
Oliveira, F. M., & Graças, R. R. (2020). Gamificação com foco em resultados. Revista Valore, 5(1), 204-214.
Oliveira, J. A. (2023). Evolution of the Brazilian public administration. Вопросы государственного и муниципального управления, (6), 30–43.
Prodanov, C. C., & Freitas, E. C. (2013). Metodologia do trabalho científico: métodos e técnicas da pesquisa e do trabalho acadêmico (2a ed). Editora Feevale.
Ramalho, A. L. de O. S., Oliveira, F. M., Cabral, A. C. de A., Santos, S. M. dos, Costa Holanda, T., & Ricarte, T. L. (2024). Bibliometric Study of Scientific Production on Greenwashing. Revista De Gestão Social e Ambiental, 18(5), e05280. https://doi.org/10.24857/rgsa.v18n5-061
Robinson, K. A., Saldanha, I. J., & McKoy, N. A. (2011). Development of a framework to identify research gaps from systematic reviews. Journal of Clinical Epidemiology, 64(12), 1325-1330.
Romanov, D., & Holler, S. (2021). District heating systems modeling: A gamification approach. Energy Reports, 7(4), 491-498.
Salvalai, G., Sesana, M. M., Dell’Oro, P., & Brutti, D (2023). Open innovation for the construction sector: Concept overview and test bed development to boost energy-efficient solutions. Energies, 16(14), 5522.
Santosa, H. D. (2023). Role of Service Innovation in Enhancing Customer Satisfaction in the Public Sector Organization. Jurnal Ilmiah Ilmu Administrasi Publik, 13(1), 183-188. https://doi.org/10.26858/jiap.v13i1.45356
Silva, G. H. T., & Medeiros, C. (2019). Jogo da regulação: gamificação e design thinking para gerar empatia e experiências de aprendizagem no ambiente regulatório. In Cavalcante, P. (Orgs.), Inovações e políticas públicas: superando o mito da ideia (Cap. 22, pp. 409-427). Instituto de Pesquisa Econômica Aplicada (Ipea).
Sousa, J. R., Gomes, D. R. D., Oliveira, F. M., Lima, L. de M., Silva, J. de S., Silva, R. S. da, Batista, M. V. R., & Silva, M. V. A. e. (2022). O uso da gamificação no ensino de educação financeira com alunos de um projeto de extensão. In Castro, A. C. (Orgs.), Administração: Princípios de Administração e Suas Tendências (Cap. 9, pp. 119-128). Editora Científica Digital.
Taylor, J. (2021, 24 de novembro). Game Design for Public Services. Public. https://www.public.io/report-post/game-design-for-public-services.
Tesi, B, Donia, P., Covelli, A., Aloise, I., Renzi, E., Massimi, A., & Villari, P. (2023). “Health is a serious game”: Gamification as a tool for primary prevention in Public Health. The European Journal of Public Health, 33(1), 122.
Thiel, S. (2017). Let’s play urban planner: The use of game elements in public participation platforms. PlaNext-next generation planning, 4, 58-75.
Vianna, Y., Vianna, M., Medina, B., Tanaka, S. (2014). Gamification Inc. Recreating companies through games. MJV Press.
White, B. K., Martin, A., & White, J. (2023). Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. Lancet Reg Health West Pac., 35, 100528.
Zahn, J., Silva, M. da, Mourão, E., Gracioli Neto, C., Grilo, E. S. Viterbo, J., & Bernardini, F. C. (2021). Ajuda aí, Sinop!: Uma ferramenta para crowdsourcing com gamificação aplicada a cidades inteligentes. IX Workshop de Computação Aplicada em Governo Eletrônico, Porto Alegre.
Zait, A. Social innovation – the root of all public sector transformations. (2023). CEEeGov '23, Hungria. https://doi.org/10.1145/3603304.3603337
Zenk, L., Hynek, N., Krawinkler, S. A., Peschl, M. F., & Schreder, G. (2021). Supporting innovation processes using material artefacts: Comparing the use of LEGO bricks and moderation cards as boundary objects. Creativity and Innovation Management, 30(4), 845-859.
Zhang, S. (2023). How the internet+ green public welfare model cultivates a low-carbon and green lifestyle: Case of Ant Forest. Journal of Urban Planning and Development, 149(3), 04023015.
Zichermman, G., & Cunningham, C. (2011). Gamification by design: implementing game mechanics in web and mobile apps. O'Reilly Media.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Felipe Moura Oliveira, Igor Lopes Cordeiro , Ana Lidia de Oliveira Silva Ramalho, Thamara Marcos dos Santos
This work is licensed under a Creative Commons Attribution 4.0 International License.
Os direitos autorais dos artigos publicados na Práticas em Contabilidade e Gestão pertencem aos autores, que concedem à Universidade Presbiteriana Mackenzie os direitos de publicação do conteúdo. Após a aprovação do artigo, os autores concedem à revista o direito da primeira publicação.