---
res:
  bibo_abstract:
  - 'The following paper examines how gamification principles can expand citizen engagement
    and participatory processes in the Smart City. Smart city data in particular can
    be communicated excellently via digital media, regardless of location and time,
    due to the way it is technologically generated, stored and processed. Consequently,
    it makes sense to develop separate digital visualizations and tools for citizens,
    which on the one hand explain relevant relationships in a generally understandable
    way and on the other hand can reduce the high technological complexity. Especially
    in recent times, new formats of digital citizen participation have been emerging,
    some of which are specially developed between actors in urban development and
    media agencies (i.e. ZebraLog, Decidim, etc.). It is not uncommon that also the
    latest technologies such as VR glasses, digital twins, etc. come to use. But despite
    all the technological innovation, one of the basic problems of classic participation
    remains unsolved: The mix of participating citizens does not reflect the diversity
    of society even remotely. Socioeconomically disadvantaged groups in particular
    are not sufficiently reached and hence not included; instead, it tends to be the
    educated middle class that participates "who may be passionate about certain issues
    and ignore larger issues" (Ampatzidou et al. 2018; Akers 2022). Moreover, digital
    platforms require the decision to actively access it online. Against the background
    of this challenge, the two research teams of the Institute for Design Strategies
    at the University of Applied Sciences and Arts Ostwestfalen-Lippe are trying to
    link digital Smart City techniques with the potential of gamification by building
    and testing very simple and analog tools and methods. In these the linked digital
    data tends to take place much more in the background while the joy of playing
    with tangible elements could support citizen engagement and behavioural changes
    in an easier way. This paper looks at a selection of six applied methods and formats
    that the team has tested in the public spaces of the medium sized city Detmold,
    Germany, in a completely or partially analog way in 2024. Topics such as urban
    planning, data security, mobility, climate change and the Smart City itself were
    discussed in the formats. The methods tested serve as supplementary elements to
    online participation and as a further development of classic outreach. Categorizations
    of gamification elements were reviewed for the analysis. In addition, the methods
    were classified at different levels of participation according to Cardullo and
    Kitchin based on Arnstein''s work. The paper also takes a critical look at the
    statement that "Many believe that technological advancements in communication
    will support a bright new era of political engagement and dialogue" (Green 2020)
    and that digitalization is therefore the panacea for participation. Furthermore,
    it has been examined how power imbalances can be countered and a more inviting
    environment for participatory practices can be achieved.@eng'
  bibo_authorlist:
  - foaf_Person:
      foaf_givenName: Mareile
      foaf_name: Licht, Mareile
      foaf_surname: Licht
      foaf_workInfoHomepage: http://www.librecat.org/personId=83590
    orcid: 0009-0001-2892-6767
  - foaf_Person:
      foaf_givenName: Kyra
      foaf_name: Albrecht, Kyra
      foaf_surname: Albrecht
      foaf_workInfoHomepage: http://www.librecat.org/personId=76999
  - foaf_Person:
      foaf_givenName: Mohamed Khaled
      foaf_name: Ashmawy, Mohamed Khaled
      foaf_surname: Ashmawy
      foaf_workInfoHomepage: http://www.librecat.org/personId=81286
  - foaf_Person:
      foaf_givenName: Marie-Joelle
      foaf_name: Scholten-Reintjes, Marie-Joelle
      foaf_surname: Scholten-Reintjes
      foaf_workInfoHomepage: http://www.librecat.org/personId=85569
  - foaf_Person:
      foaf_givenName: Ulrich
      foaf_name: Nether, Ulrich
      foaf_surname: Nether
      foaf_workInfoHomepage: http://www.librecat.org/personId=27292
    orcid: https://orcid.org/0000-0003-4877-1691
  - foaf_Person:
      foaf_givenName: Axel
      foaf_name: Häusler, Axel
      foaf_surname: Häusler
      foaf_workInfoHomepage: http://www.librecat.org/personId=61520
    orcid: 0009-0001-8565-8199
  bibo_doi: 10.48494/REALCORP2025.6032
  dct_date: 2025^xs_gYear
  dct_isPartOf:
  - http://id.crossref.org/issn/2521-3938
  - http://id.crossref.org/issn/978-3-9504945-4-9
  dct_language: eng
  dct_publisher: CORP - Competence Center of Urban and Regional Planning @
  dct_subject:
  - citizen
  - smart city
  - gamification
  - participation
  - communication
  dct_title: 'Gamification in the Smart City: Insights from Participation and Communication
    Processes@'
...
