Games, Powers and Democracy

Nonfiction, Social & Cultural Studies, Political Science
Cover of the book Games, Powers and Democracy by Gianluca Sgueo, Egea
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Author: Gianluca Sgueo ISBN: 9788899902490
Publisher: Egea Publication: February 21, 2019
Imprint: Egea Language: Italian
Author: Gianluca Sgueo
ISBN: 9788899902490
Publisher: Egea
Publication: February 21, 2019
Imprint: Egea
Language: Italian

Picture a government that measures civic value on a numbered scale, with civic performances tallied on leader boards, like a football match. Imagine if civic value was viewed as a game played by everyday citizens, sometimes in competition, other times working in harmony towards a common goal. And imagine that winners were celebrated (and losers blamed) collectively. Sounds a little far-fetched? Think again. ‘Gamified’ public power is much closer to reality than it may first appear. Attempts to innovate policy-making through entailing game elements are ubiquitous, at both national and supranational levels. This book explores the potential - and describes the limits - of the use of gamification in the public sector. In doing so, this book aims to contribute to the task of imagining what the exercise of public power might become, including its promises and threats.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Picture a government that measures civic value on a numbered scale, with civic performances tallied on leader boards, like a football match. Imagine if civic value was viewed as a game played by everyday citizens, sometimes in competition, other times working in harmony towards a common goal. And imagine that winners were celebrated (and losers blamed) collectively. Sounds a little far-fetched? Think again. ‘Gamified’ public power is much closer to reality than it may first appear. Attempts to innovate policy-making through entailing game elements are ubiquitous, at both national and supranational levels. This book explores the potential - and describes the limits - of the use of gamification in the public sector. In doing so, this book aims to contribute to the task of imagining what the exercise of public power might become, including its promises and threats.

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