
Games, Power and Democracies
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Content
- Intro
- Frontespizio
- Copyright
- Table of Contents
- Acknowledgment
- Foreword: Towards a Science of Gamification and Its Relationship to Governance and Democracy
- 1. What if Government Was a Game?
- 1. Not your average tetris
- 2. Imagining the future of public power
- 3. Gamification, governance and regulators
- 4. Innovation and tradition
- 5. Technologies and public power
- 6. Increased convergence, higher expectations
- 7. Escaping anachronism
- 8. Conceptual shifts
- 9. Gamification at crossroads no. 1 - nudging
- 10. Gamification at crossroads no. 2 - democratic Innovations
- 11. Gamification at crossroads no. 3 - crowdsourcing
- 12. Gamification at crossroads no. 4 - civic tech
- 13. The era of disbelief
- 14. Regulators in crisis
- 15. The odd paradox
- 16. The participatory makeover
- 17. Fiscal austerity, the costs of (non-)innovating
- 18. Regulatory complexity, obliged to innovate
- 19. The open questions of gamified governance
- 20. The structure of the volume
- 2. A Cursory Investigation into Gamification
- 1. Gamification in political communication
- 2. The politicisation of games
- 3. Gamification and the business sector
- 4. Gamified media
- 5. Games and universities
- 6. Gamified activism
- 7. The gamification of climate change activism
- 3. Games, Rewards and the Exercise of Public Power
- 1. Mayor for a day
- 2. Design is key
- 3. Civic currencies
- 4. Where is the red balloon?
- 5. Be kind to your neighbours
- 6. Participated budgets
- 7. Taxonomy of national gamified governance
- 8. Vultures with GoPros
- 9. Speed camera lotteries and melodic highways
- 10. Incumbent and critical democracies
- 4. Gamification Beyond Borders
- 1. Gamified supranational governance
- 2. Social innovators and young scientists
- 3. Storytellers, innovators, connectors and includers
- 4. Taxonomy of supranational gamified governance
- 5. Pop hunters, maps and ozone molecules
- 6. World wonders and inflation rates
- 7. Mobile phones and grains of rice
- 8. The 'Evokation'
- 9. Regulatory experimentalism
- 10. Blocks and youth workers
- 5. Gamified Publics
- 1. Hard-core participants vs. unqualified masses
- 2. Breaking free from quantitative assessments
- 3. Constitutingthe demos
- 4. Ties and engagements
- 5. Gamified publics no. 1 - policy-entrepreneurs
- 6. Gamified publics No. 2 - citizen-lobbyists
- 7. Capturing the regulators
- 8. Gamified publics no. 3 - citizen-activists
- 9. Gamified publics and governance no. 1 - prosumerism
- 10. Gamified publics and governance no. 2 - collective intelligence
- 11. Gamified publics and governance no. 3 - network theory
- 6. The Dark Side of Gamified Governance
- 1. Dangers of incentives
- 2. The hollowing of the state
- 3. Digitally divided
- 4. Digitally excluded
- 5. Digitally ignorant
- 6. Linguistic barriers
- 7. Policy cycle: front and back ends
- 8. Policy areas
- 9. The new feudal society
- Conclusions: The Only Winning Move Is (Not) to Play
- 1. The puzzle of effectiveness
- 2. Making smart uses of collective intelligence
- 3. Ethics as usual
- 4. Privacy matters
- 5. Embracing failure
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