Abstract
Over the last decade, governments manage their services in a digital form. Government works to enhance communication with citizens. Furthermore, gamification tools spread quickly and affect many fields such as education, professional work and life activities. It is essential to design a gamification model to help governments provide their services to citizens in a digital fun procedure. This paper presents a new E-government gamification model that helps citizens manage the government series digitally and in the form of a game. The proposed approach has four basic modules: create citizen account, citizen pay bills, calculate points and transfer points to citizen. This paper pioneers governmental gamification models since the pre-existing literature is limited.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Morschheuser, B., Hassan, L., Werder, K., & Hamari, J.: How to design gamification? A method for engineering gamified software. Inf. Softw. Technol. 95, 219–237 (2018)
Huotari, K., Hamari, J.: A definition for gamification: Anchoring gamification in the service marketing literature. Electron. Mark. 27(1), 21–31 (2017)
Nicholson, S.: A RECIPE for meaningful gamification. Springer International Publishing (2015)
Wijnhoven, F., Ehrenhard, M., Kuhn, J.: Open government objectives and participation motivations. Government Information Quarterly (2015)
Wirtz, B.W., Weyerer, J.C., Rösch, M.: Citizen and open government: an empirical analysis of antecedents of open government data. Int. J. Public Adm. 41(4), 308–320 (2018). https://doi.org/10.1080/01900692.2016.1263659
Rakhmawati, N., Fibrianto, B.: Designing a gamification for monitoring Surabaya City development. In: Proceedings of 2016 International Conference on Information and Communication Technology and Systems, ICTS 2016, 2017, pp. 262–265 (2017)
Lyzara, R., Purwandari, B., Zulfikar, M., Santoso, H., Solichah, I.: E-Government usability evaluation: insights from a systematic literature review. In: 2nd International Conference on Software Engineering and Information Management, ICSIM 2019-and its Workshop 2019 2nd International Conference on Big Data and Smart Computing, ICBDSC 2019; Bali; Indonesia; 10 January 2019 through 13 January 2019, pp. 249–253 (2019)
Escobar, C., Urriago, V.: Gamification: an effective mechanism to promote civic engagement and generate trust? In: Proceedings of the 8th International Conference on Theory and Practice of Electronic Governance, ICEGOV’14. New York, NY, pp. 514–515 (2014)
Hassenzahl, M.: User experience (UX). In: Proceedings of the 20th International Conference of the Association Francophone d’interaction Homme-Machine on-IHM’08.Metz France, p. 11 (2008)
Mostafa, L., Abd Elghany, M.: Investigating game developers’ guilt emotions using sentiment analysis. Int. J. Softw. Eng. Appl. (IJSEA) (2018). ISSN: 0975–9018
Al-Yafi, K., El-Masri, M.: Gamification of e-government services: a potential transformation gamification of e-government services: a discussion of potential transformation. In: 22nd Americas Conference on Information Systems (AMCIS 2016): Surfing the IT Innovation Wave, vol. 1, no. 4, pp. 549–557 (2016)
Wei, K., Anwar, T.: Analysis of motivation approach in mobile crowd sensing application: specialize on public transportation domain. In: 2017 6th ICT International Student's Projects Conference, pp. 1–4,(2017)
Kanat, I., Siloju, S., Raghu, T., Vinze, S.: Gamification of emergency response training: a public health example. In: 2013 IEEE International Conference on Intelligence and Security Informatics, pp. 134–136 (2013)
Dargan, T., Evequoz, F.: Designing engaging e-Government services by combining user-centered design and gamification: a usecase. In: Proceedings of the European Conference on e-Government, ECEG, 2015, vol. 2015-Jan, pp. 70–78 (2015)
Yen, B., Mulley, C., Burke, M.: Gamification in transport interventions: Another way to improve travel behavioural change. Cities (2018)
Garcia, A., Linaza, M., Gutierrez, A., Garcia, E.: Gamified mobile experiences: smart technologies for tourism destinations. Tour. Rev. (2018)
Sandoval-Almazan, R., Valle-Cruz, D.: Open innovation, living labs and public officials. In: Proceedings of 10th International Conference Theory Practice of Electronic Goverence-ICEGOV’17, no. 100, pp. 260–265 (2017)
Thiel, S., Lehner, U.: Exploring the effects of game elements in m-participation. In: Proceedings of the 2015 British HCI Conference on-British HCI’15, 2015, pp. 65–73 (2015)
Elabnody, M., Fouad, M., Maghraby, F., Hegazy, A.: Framework for gamification based e-learning systems for higher education in Egypt. Int. J. Intell. Comput. Inf. Sci. IJICIS, 17(3) JULY (2017)
Elrouby, I., El Kasrawy, S.: Applying gamification to raise awareness of cultural heritage in Egyptian Museums (Case Study: Alexandria National Museum). J. Fac. Tour. Hotels, Alexandria Univ. 16(1) (2019)
Mostafa, L.: Student sentiment analysis using gamification for education context. In: Hassanien A.E., et al. (eds.) AISI 2019, AISC 1058, pp. 329–339 (2020)
Mostafa, L., Elbarawy, A.: Enhance job candidate learning path using gamification. In: ICCTA18 Proceedings of 28th International Conference on Computer Theory and Applications, Alexandria, Egypt (2018)
DigitalEgypt. https://mcit.gov.eg/ar/Digital_Egypt. Accessed: 12 Jun 2022
Knime. http://www.knime.com/. Accessed: 12Jun 2022
Mostafa, L., Beshir, S.: Understating factors affecting traveling during COVID-19 using sentiment analysis. In: Hassanien, A.E., Snášel, V., Chang, K.-C., Darwish, A., Gaber, T. (eds.) AISI 2021. LNDECT, vol. 100, pp. 105–114. Springer, Cham (2022). https://doi.org/10.1007/978-3-030-89701-7_10
Mostafa, L., Beshir, S.: Job candidate rank approach using machine learning techniques (AMLTA2021)
Mostafa L., Beshir S.: University selection model using machine learning techniques. In: Hassanien A.E., et al. (eds.) Proceedings of the International Conference on Artificial Intelligence and Computer Vision (AICV2021)
Pang, B., Lee, L., Vaithyanathan, S.: Thumbs up?: sentiment classification using machine learning techniques. In: Proceedings of the ACL-02 Conference on Empirical Methods in Natural Language Processing, vol. 10, pp. 79–86 (2002)
Abdi, A., Shamsuddin, S.M., Hasan, S., Piran, J.: Machine learning-based multi documents sentiment-oriented summarization using linguistic treatment. Expert Syst. Appl. 109, 66–85 (2018)
Mostafa L.: Webpage keyword extraction using term frequency. In: ICIME 2011, Proceedings Of 3RD IEEE International Conference on Information management and engineering, Zhengzhou, China, May 21–22 (2011)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Mostafa, L., Beshir, S. (2023). Using Gamification in Egyptian E-Government. In: Hassanien, A.E., Snášel, V., Tang, M., Sung, TW., Chang, KC. (eds) Proceedings of the 8th International Conference on Advanced Intelligent Systems and Informatics 2022. AISI 2022. Lecture Notes on Data Engineering and Communications Technologies, vol 152. Springer, Cham. https://doi.org/10.1007/978-3-031-20601-6_31
Download citation
DOI: https://doi.org/10.1007/978-3-031-20601-6_31
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-20600-9
Online ISBN: 978-3-031-20601-6
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)