The gamification of citizenship
This paper outlines the ‘gamification of citizenship’ through a focus on digital rewards, participation and volunteering. In recent years, a proliferation of mobile apps have incentivised behaviour change in various contexts such as health and sustainability. The growth of ‘gamification’ (using elements of game design in non-gaming contexts) in these popular mobile apps is now making ‘good citizenship’ a game to play, with real prizes to be won. A range of apps tackle urgent social and economic issues, such as ‘gamifying’ reducing household energy use to tackle the energy crisis, or to reward volunteering. This paper discusses the wider implications of this new trend for debates on citizenship and raises important questions about the use of gambling style techniques within apps for ‘social good’.
History
School
- Social Sciences and Humanities
Published in
Scottish Geographical JournalPublisher
Published by Informa UK Limited, trading as Taylor & Francis GroupVersion
- VoR (Version of Record)
Rights holder
© The Author(s)Publisher statement
This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. The terms on which this article has been published allow the posting of the Accepted Manuscript in a repository by the author(s) or with their consent.Acceptance date
2025-01-09Publication date
2025-01-20Copyright date
2025ISSN
1470-2541eISSN
1751-665XPublisher version
Language
- en