Books profiles

2018-06-12

Games, Powers and Democracies


Pages: 178

Trade Paper: ISBN 9788885486461; $34,95

Epub: ISBN 9788885486577; $24,95

Mobypocket: ISBN 9788885486584; $24,95

Author: Gianluca Sgueo

 

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 - democraticInnovations
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. Constituting the 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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