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The gamification of citizenship

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posted on 2025-05-12, 14:58 authored by Sarah MillsSarah Mills

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 Journal

Publisher

Published by Informa UK Limited, trading as Taylor & Francis Group

Version

  • 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

2025-01-09

Publication date

2025-01-20

Copyright date

2025

ISSN

1470-2541

eISSN

1751-665X

Language

  • en

Depositor

Prof Sarah Mills. Deposit date: 22 January 2025

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