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-Research question in the research design cycles (adapted from Hevner et al. (2004))

-Research question in the research design cycles (adapted from Hevner et al. (2004))

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Thesis
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Data is needed for a government to function, and civil servants generate data that can be opened. However, this data is not always publicly available. Governments open their data to meet societal needs to increase transparency, accountability, stimulate participation and innovation. The opening of governmental data can be seen as a source of uncert...

Contexts in source publication

Context 1
... design process can be described using Hevner et al. (2004) framework, as shown in Figure 2. The three criteria are represented to indicate the different aspects to build and evaluate the artifact through design research. ...
Context 2
... referring to Hevner et al. (2004), we use Figure 2 to situate each of our research questions in the research design cycles. Aiming at developing a game intervention that can alter civil servants' attitudes to support open government data, the four research questions are associated with methods defined by the knowledge base. ...
Context 3
... role-playing version was developed and tested to explore real human behavior in the open data dynamic for a governmental office - Figure 20. The scenario is set by: ...
Context 4
... last activity focused on the game itself and the knowledge transfer perception of the participants as they were not the targeted audience for the experiment. The debriefing sessions resulted in relevant feedback and suggestions, which were used to improve the gameplay, especially the assets and set-up for the game - Figure 22. Also, the game introduction was changed based on the colleague's suggestions to make the game more dynamic and easy to play. ...
Context 5
... the pilot sessions, each of the last adjustments was individually tested. The colleague and citizen were defined as supporting positions, adding to the civil servant and boss roles; a dataset description was added to the demand card, enabling the labeling sessions to work with the same works; and a crisis board was created to register the number of times the critical dice combinations happened so that the whole team could monitor (and experience the pressure of) risks - Figure 23. A permanent timer was also designed to create time tensions for performing the routines, and the scoring system was adjusted with the consequences of rounds. ...
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... game inputs resulted in the gameplay elements. Figure 24 shows these inputs, which supported the prototyping process, followed by their description in the next sub-sections. The experiential learning setting for a government data management exercise indicates that a decision-making game 3 can be appropriate for the players to experience the choice and consequence of their practice. ...
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... prototype can demand a different set of stakeholders, depending on the perspective of the problem that the game used. Another approach would be to relate these actors in a map - Figure 25. Likewise, this map is useful to progress with the prototyping process, addressing the relations and tensions between stakeholders towards governmental data release. ...
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... on the setting, different criteria were adopted to select policies that could benefit from opening data and have a national operational scheme. Depending on the size, source, and access allowance, it is possible to label data and decide to release it ( Figure 26). Using multiple sources 4 , we identified a list of potential datasets, which accessibilities' could be discussed in the game. ...
Context 9
... round of the game has a pre-defined set of services available to be demanded by the citizen. The player in this role receives Demand Cards with specific codes for each of these services and hands these cards to the civil servant player, as shown in Figure 27. They can choose to give all the available demands at once, making the logistics for the civil servant messier or giving these demands one-by-one, risking the round to last without delivering all the services. ...
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... is assumed that each service generates a dataset to be labeled in the next game session. A dataset sensitivity description is on the back of each card, only used if the service is delivered and then subject to labeling - Figure 28. ...
Context 11
... civil servant receives the demand card and moves to her working station. There she finds a pile of Forms - Figure 29. These are cards with three blank fields: one to copy the demand code, another to fill with the citizen codes, and the last one to label that dataset sensitivity. ...
Context 12
... Brinkman (2009) indicates this decision can be summarized in defining the goals of the data collection. Figure 32 indicates that the fewer the number of participants expected in a sample, the more appropriate will qualitative approaches be to extract more detailed and more profound information from the respondents through open questionnaires. On the other hand, the more generalizable is the goal of the research, the greater the sample should be and more closed the questions so they can be aggregated and compared: "In a situation where I have access to a large number of people, I cannot expect that they can all set aside an extensive amount of time. ...

Citations

... Gamification refers to the incorporation of game design elements, such as presentation, user achievements, teamwork and feedback (Alsawaier, 2018;Zichermann & Cunningham, 2011), in a non-game environment (Deterding et al., 2011). Each element can produce distinct effects in different games (Seaborn & Fels, 2015;Xu et al., 2013;Kleiman, 2021). The addition of gamified mechanisms can lead to increased consumer engagement and loyalty (Huotari & Hamari, 2012;Woźniak, 2020). ...
... In digital game designs, consumer engagement is enhanced through competition (e.g., providing challenges and interaction) (Demetrovics et al., 2011;Yee, 2006). Kleiman (2021) evaluated the effects of gaming on public servants' attitudes towards open government data and showed that civil servants' attitudes towards the release of government data were affected by the game. ...
Article
With the increasing maturity of mobile networks and big data technology, smart wearable devices (SWDs) are regarded as a new technology trend following smartphones. Especially during the COVID-19 pandemic, the increase in telework and the growing interest in self-health monitoring have greatly promoted the market growth of SWDs. This study aimed to investigate the factors affecting the continued use of SWDs. A cross-level analysis model that integrates technical characteristics, gamification theory, perceived value theory, and network externality was constructed. A hierarchical linear model was employed to evaluate the data and test it against the hypotheses. The empirical results showed that, at the individual level, gamification enhances users' value perceptions. Users pay more attention to rewards in gamification than to competition. Rewards were also found to effectively promote the users' value perception and increase the intention to continue using the device. At the group level, the effect of network externality significantly influences the intention to continue using SWDs. Moreover, SWDs are associated with the phenomenon by which consumers conspicuously display and highlight their own characteristics, and this attribute is also a crucial factor enticing consumers to continue using SWDs. Developers should therefore establish clear product positioning and strengthen interactivity as early as possible to build a loyal customer base.
... The review starts by looking at the list of games on the topic of open data compiled by Kleiman [11]. Entries are filtered according to four criteria, selecting interventions that: (1) are sufficiently documented, (2) fit the definition of a "game", (3) must also fit the definition of "serious game", and (4) have an educational purpose that is related to building data capacity. ...
... The list of gamified interventions related to data compiled by Kleiman [11] was used as a starting point to map games for data capacity. The list was screened using the following filters: 1) The intervention should have sufficient documentation to allow for the intervention and its educational content (if present) to be analyzed and categorized. ...
... The literature review on data-related gamified interventions by Kleiman [11] included a total of 23 entries. From these, two interventions were excluded as they didn't meet the definition of a "game" (filter 2). ...
Article
Full-text available
Open data can support the creation of new services, facilitate research, and provide insights into everyday issues affecting citizens. Although public administrations are making efforts to create sustainable and inclusive open data systems, there is limited capacity to identify suitable datasets, clean, release, and reuse them. Serious games offer a possible solution for data capacity building and have already been used to train civil servants and citizens on the topic of open data. This research presents a review of serious games and discusses their potential for data capacity building. The games selected in the review are classified and described according to their different learning outcomes, formats, and type of media. Most serious games found in this review can be categorized as teaching games and are designed to raise data awareness, which is only a limited aspect of building data capacity. We found a lack of design games, research games, and policy games. Given their success for ideation in other fields, design games offer a particular opportunity to build data capacity by generating new ideas about how to reuse open datasets.