Abstract

The growth and diversification of public debate made it possible for civil society to become more participatory in decision-making processes. In other words, it enabled citizen participation, which is the interaction between civil society and public authorities to solve problems. Furthermore, with the development of Information and Computer Technologies (ICTs), citizen participation has expanded into the digital realm, giving way to electronic participation or e-participation. However, in this context, citizen engagement still is a challenge. As a result, different researches have been carried out to identify strategies that can increase engagement so that electronic participation is effective. One of these fields aims to improve users' experience and the usability of electronic participation tools by using gamification to enliven participatory activities. The purpose of this paper is to carry out a systematic mapping study of the literature as a way of better understanding the impact caused by gamification on citizen participation. Thus, 75 papers were selected and classified, allowing the identification of research methods, application contexts, forms of participation, and game elements used. This mapping enabled the following discoveries: design and prototyping is the most carried out research method for studying gamification in citizen participation, and civic engagement was the most analyzed context. Furthermore, the development of tools mainly focused on asking the population their opinions on policy issues to create a partnership between government and civil society.

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