Abstract
All around the world, people are shifting towards cities to get closer to services, for better working conditions or just because they enjoy the proximity of such a vast myriad of opportunities that just cities can give. This trend has always been there throughout the years, but recently there has been an exponential growth. This pressure that citizens put under cities, calls for a better management of public institutions and services. In addition, the widely available technology, particularly with the huge growth of mobile device users, created the need and the opportunity for new digital services and platforms. Making a city “smart” is emerging as a strategy to mitigate the problems generated by the urban population growth and rapid urbanization. New ways of achieving the intended goals are being developed and tested. Gamification is an example, where institutions and people’s communication is encouraged through the offering of incentives and rewards that potentiate involvement with that particular institution. Hence, in this work we present a framework for gamification in smart cities, with a digital implemented solution being presented in the form of a mobile application, which aims to improve city hall public services and people’s communication, bringing them closer together.
Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.References
Akpolat BS, Slany W (2014) Enhancing software engineering student team engagement in a high-intensity extreme programming course using gamification. In: 2014 IEEE 27th conference on software engineering education and training (CSEE&T), pp 149–53
Aziz A, Mushtaq A, Anwar M (2017) Usage of gamification in enterprise: a review. In: 2017 international conference on communication, computing and digital systems (C-CODE), pp 249–52
Boulton A, Brunn S, Devriendt L (2011) Cyberinfrastructures and ‘Smart’ World Cities: physical, human and soft infrastructures. In: International Handbook of Globalization and World Cities (ed.) Belgium Ben Derudder, Ghent University, Belgium, Michael Hoyler, Geography and Environment, School of Social Sciences, Loughborough University, Peter J. Taylor, FBA Professor of Human Geography, Northumbria University, UK and Frank Witlox, Ghent University. Edward Elgar Pub, p 584
Buchem I et al (2015) Gamification designs in wearable enhanced learning for healthy ageing. In: 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), pp 9–15
Dameri R (2013) Searching for smart city definition: a comprehensive proposal. Int J Comput Technol 11(5):2544–2551. https://cirworld.com/index.php/ijct/article/view/1142ijct. Accessed 14 June 2019
Deterding S et al (2011) Gamification. Using game-design elements in non-gaming contexts. In: CHI’11 extended abstracts on human factors in computing systems, CHI EA’11. ACM, New York, pp 2425–28
Dynata LLC (2019) “IPoll.” https://www.ipoll.com/en. Accessed 3 July 2019
Education, Acer for (2017) The benefits of gaming in education: The BuildAWorld Case. Acer for Education
Faghihi U et al (2014) How gamification applies for educational purpose specially with College Algebra. Procedia Comput Sci 41:182–187
Fernandes B, José N, Cesar A (2017) Road safety and vulnerable road users—internet of people insights. In: Helfert M, Klein C, Donnellan B (eds) Proceedings of the 6th international conference on smart cities and green ICT systems. Scitepress—Science and Technology Publications, Porto, 311–16
Fernandes B, Silva F, Analide C, Neves J (2018) Crowd Sensing for Urban Security in Smart Cities. J Univers Comput Sci 24(3):302–321
FieldAgent (2019) FieldAgent. https://www.fieldagent.net/ Accessed 3 July 2019
Freitas S, Maharg P (2011) Digital games and learning. Continuum
Giffinger R et al (2019) The Smart City Model
Gil-García JR, Pardo TA (2005) E-government success factors: mapping practical tools to theoretical foundations. Gov Inf Q 22(2):187–216
Green CS, Bavelier D (2012) Learning, attentional control, and action video games. Curr Biol 22(6):R197–R206
Griffiths M (2014) Playing video games is good for your brain—Here’s how. The Conversation
Hollands R (2008) Will the Real Smart City Please Stand Up? Intelligent, Progressive or Entrepreneurial? City 12(3):303–320
Huang Z, Zeng D, Chen H (2007) A comparison of collaborative-filtering recommendation algorithms for E-commerce. IEEE Intell Syst 22(5):68–78
IBM (2018) IBM Smarter Cities. https://www.ibm.com/smarterplanet/us/en/smarter_cities/overview/. Accessed 3 July 2019
IRMA (2015.) Gamification: concepts, methodologies, tools, and applications. IGI Global
Jaber Mohamed, Robinson Susan W, Missale Cristina, Caron Marc G (1996) Dopamine receptors and brain function. Neuropharmacology 35(11):1503–1519
Kanat IE, Siloju S, Raghu TS, Vinze AS (2013) Gamification of emergency response training: a public health example. In: 2013 IEEE international conference on intelligence and security informatics, pp 134–36
Kanter R (2012) Ten reasons people resist change. Harvard Business Review
Koukopoulos Z, Koukopoulos D, Jung JJ (2017) A trustworthy multimedia participatory platform for cultural heritage management in smart city environments. Multimed Tools Appl 76(24):25943–25981. https://doi.org/10.1007/s11042-017-4785-8
MyCity Guimaraes (2019) Municipio Guimaraes
Neves J, Felizes J (2007) E-participation in Portuguese local governments: a sociological approach. In: Conferência Da Associação Portuguesa de Sistemas de Informação, Aveiro, pp 370–78
Nguyen HL et al (2017) Event-driven trust refreshment on ambient services. IEEE Access 5:4664–4670
Niantic Inc. “Ingress.” https://www.ingress.com/ (July 3, 2019)
Olsson M, Högberg J, Wästlund E, Gustafsson A (2016) In-store gamification: testing a location-based treasure hunt app in a real retailing environment. In: 2016 49th Hawaii international conference on system sciences (HICSS), pp 1634–41
Reed K (2017) 12 Surprising Health Benefits of Playing Video Games. Positive Health Wellness
Richter G, Raban D, Rafaeli S (2015) Studying gamification: the effect of rewards and incentives on motivation. In, 21–46
Sharma G, Kharel P (2015) E-participation concept and Web 2.0 in E-government. Gen Sci Res 3(1):1–4
Silva F, Analide C (2017) Ubiquitous driving and community knowledge. J Ambient Intell Humaniz Comput 8(2):157–166
Silva BN, Khan M, Han K (2018) Towards sustainable smart cities: a review of trends, architectures, components, and open challenges in smart cities. Sustain Cities Soc 38:697–713. http://www.sciencedirect.com/science/article/pii/S2210670717311125. Accessed 14 June 2019
Soper T (2013) 1.2 billion people are playing games worldwide; 700 M of them are online. GeekWire
Streetspotr GmbH (2019) Streetspotr. https://streetspotr.com/. Accessed 3 July 2019
Survey.com (2019) Survey. https://survey.com/. Accessed 3 July 2019
Surveys on the go (2019) Surveys on the Go. http://www.surveysonthego.com/. Accessed 3 July 2019
TaskSpotting (2019) TaskSpotting. https://taskspotting.com/. Accessed 3 July 2019
Thiel S (2016) A review of introducing game elements to E-participation. In: 2016 conference for E-democracy and open government (CeDEM), pp 3–9
Tulloch R, Randell-Moon HE (2018) The politics of gamification: education, neoliberalism and the knowledge economy. Rev Educ Pedagogy Cult Stud 40(3):204–226
Urh M, Vukovic G, Jereb E, Pintar R (2015) The model for introduction of gamification into E-learning in higher education. Procedia Soc Behav Sci 197:388–397
Author information
Authors and Affiliations
Corresponding author
Additional information
Publisher's Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
About this article
Cite this article
Rodrigues, M., Monteiro, V., Fernandes, B. et al. A gamification framework for getting residents closer to public institutions. J Ambient Intell Human Comput 11, 4569–4581 (2020). https://doi.org/10.1007/s12652-019-01586-7
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s12652-019-01586-7