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Gamification of Smart Cities

The concept of monitory rewards for having better civic sense in smart cities.<br>(Earn Rewards for Doing Good Deeds)<br>

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Gamification of Smart Cities

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  1. Gamification Of Smart CitiesThe Power and Benefits of Doing Good Deeds The concept of monitory rewards for having better civic sense in smart cities. (Earn Rewards for Doing Good Deeds)

  2. Gamification Of Smart Cities

  3. Gamification Of Smart Cities

  4. Gamification • Gamification is the application of game-design elements and game principles in non-game contexts. • It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements.

  5. Gamification

  6. Gamification Of Smart Cities • Gamification commonly employs game design elements to improve user engagement organizational productivity, flow, learning, crowd sourcing, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, and more.

  7. Gamification Of Smart Cities

  8. Gamification commonly employs game design elements to improve user engagement

  9. Gamification commonly employs game design elements to improve user engagement organizational productivity

  10. Gamification • Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. • Early gamification strategies use rewards for players who accomplish desired tasks or competition to engage players.

  11. Gamification

  12. Gamification • Gamification has been applied to almost every aspect of life. • Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, Gamification has been widely applied in marketing.

  13. U.S. Army, which uses military simulator America's Army as a recruitment tool

  14. Gamification in Governance

  15. Gamification in Governance • The recent emergence of smart cities is highly supported by the development of IT and IoT technologies. • Nevertheless, a smart city needs to be built to meet the needs and requirements of its citizens. • In order to build a smart city it is necessary to understand the benefits of such a city. • A smart city is, beyond technology, populated by people. A smart city can be raised by its citizens' contribution, and gamification is the means to motivate them.

  16. Gamification in Governance

  17. Applying the principles of gamification to government makes it agile and efficient • Unlike companies, governments are not subject to the market forces that provide the incentives that keep the private sector on its toes. • From the monetary rewards that come to successful business, to feedback markers such as market share and profits, companies have a highly dynamic structure of rewards, punishments and market feedback. • Even tactical elements in their offerings, such as pricing, special offers, coupons, and loyalty programs give their customers this same dynamic structure, which makes their products and services engaging and keep them coming back for more.

  18. Applying the principles of gamification to government makes it agile and efficient

  19. Gamification • The application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity.

  20. Mindful gamification • Contrary to popular belief, gamification is not a concept Silicon Valley companies invented. Gamification is as old as society. We were raised on gamification. • School grades are just a form of gamifying education – they have all 3 elements of the definition: point scoring, competition with others, rules of play. Anytime we enter a negotiation, be it with our partners, kids or in business, the same elements come into play. Which takes us back to the market: it provides the perfectly fine-tuned gamification structure for companies and consumers to engage.

  21. Gamification in Governance

  22. Gamification in Governance • Which is exactly the problem with government: either it uses the wrong type of gamification – the one that produces the worst outcomes, or it has no gamification at all, so people – internally and externally – don’t care about engaging. • Why would you work harder or be more creative if nobody will promote you or increase your pay? • Wrong gamification, or the lack of it, makes for unengaged, apathetic citizens that either waste or abuse the services governments provide.

  23. Why would you work harder or be more creative if nobody will promote you or increase your pay?

  24. Gamification in Governance

  25. Introduction • A smart city is an urban development vision to integrate information and communication technology (ICT) and Internet of things (IoT) technology in a secure fashion to manage a city's assets.

  26. Gamification Of Smart Cities

  27. Gamification Of Smart Cities

  28. Gamification in Governance

  29. Introduction • In the context of a city and most importantly of Smart Cities, citizens became a very important piece in the city’s development. • In order to keep them engaged, real quality services have to be offered through the help of the application which is to be implemented.

  30. Gamification Of Smart Cities

  31. Introduction • In order to keep them engaged, real quality services have to be offered through the help of the application which is to be implemented.

  32. In the context of a city and most importantly of Smart Cities, citizens became a very important piece in the city’s development.

  33. Introduction • Gamification is a term introduced in 2002 by Nick Pelling , but became popular only in 2010 . • Gamification represents the application of game principles and design elements in non-game contexts. • Gamification is about motivation, fun, rewards, competition and challenges. • This concept has been applied in various fields even though it was not identified as gamification.

  34. Gamification is a term introduced in 2002 by Nick Pelling

  35. Introduction • Connecting with the Smart City framework designed by Arup J. Paul, hereby are examples of the concept applied in different fields.

  36. Connecting with the Smart City framework designed by Arup J. Paul

  37. Economic Sustainability • Regarding the Economic Sustainability, gamification was already applied in the following fields: banking, eGovernment, Infrastructure and Job creation

  38. Banking • Gamification can motivate people to use digital channels in order to do banking operations, which leads to less operational costs for the bank. • ICICI is a bank that applied gamification in the saving area of its products: deposits, savings, money management. • They have designed a platform which contains a leaderboard that shows which customer/player has achieved the best score by gaining points

  39. Gamification in Banking

  40. Gamification in Banking

  41. e-Gov • Hawaii government wanted to implement a platform that can change its citizens’ perception towards the online government services. • The platform was launched in April 2014, with the goal of allowing citizens to access information about their state and county government interactions, services they like, paper and gasoline saving they have made and so on. • The result was the online services usage increase instead of paper.

  42. e-Gov

  43. Gamification in e-Gov

  44. Infrastructure • In UK and Australia gamified programs were implemented in order to encourage citizens to walk and cycle. • In Australia the result was that 35% of the car trips to school were replaced with healthy transportation means. • A program for public transportation was introduced in Singapore. The goal was to motivate citizens to use the public transportation in other intervals than the rush hours. • They were included into a raffle and received rewards. After 6 months of testing in 2012, the result of the program was an estimate of8% shift from the rush hour to the normal hours

  45. In UK and Australia gamified programs were implemented in order to encourage citizens to walk and cycle

  46. Job creation • Gamification has also been applied in the field of human resources and personnel recruitment. • Marriott Hotels developed an application for people who wanted to work fortheir company. • The application, Marriott My Hotel, allows people to virtually walk inside a hotel in order to become familiar with what their potential job would imply.

  47. Job creation

  48. Environmental Sustainability • Regarding the Environmental Sustainability, gamification was already applied in the following fields: CO2 emissions, Water, Energy and Waste management.

  49. CO2 Emissions • TT Technical Research Centre of Finland designed an application tested in Helsinki, Nice and Vienna. • The application provides alternative plans in order to minimize the energy costs and CO2 emissions. • The result of this project was the energy costs reduction by 15% and CO2 emissions by 30%

  50. Environmental Sustainability

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