Zusammenfassung
In den letzten Jahren wurde die Literatur rund um Bürgerbeteiligung von der Aussage dominiert, die Besorgnis erregend hohe Nichtbeteiligung an öffentlichen Vorgängen und Entscheidungen läge einerseits an den Zugangsbeschränkungen traditioneller Beteiligungsprozesse und anderseits am generellen Nichtinteresse von BürgerInnen an Politik. Um dem entgegenzuwirken, wurden digitale (meist webbasierte) Beteiligungsplattformen geschaffen. Bisherige Erfahrungen mit herkömmlichen webbasierten Plattformen zeigen aber in der Regel, dass sie noch nicht genügend Aktivität unter BürgerInnen stimulieren, um maßgeblichen Einfluss auf Politik und politische Prozesse nehmen zu können. Daher wird nun versucht, neue Wege in Sachen digitaler Bürgerbeteiligung zu gehen sowie auch neuartige Medien und Informations- und Kommunikationstechnologien (IKT) und Konzepte (wie z. B. offene Daten) zu nutzen. Um den Trend aufzugreifen, dass immer mehr Menschen sich in sozialen Netzwerken politisch engagieren und ihre Meinung äußern, wird nun versucht, Eigenschaften von diesen Medien auf Bürgerbeteiligungsplattformen zu übertragen. Dieses Kapitel gibt einen Überblick über aktuelle Ansätze IKT-Lösungen sowie unterschiedliche Medien und Geräte zur Förderung der Bürgerbeteiligung einzusetzen. Diese Ansätze werden kritisch im Hinblick auf eine Reihe bekannter Herausforderungen digitaler Bürgerbeteiligung beleuchtet. Darauf aufbauend erfolgt ein Überblick über Ansätze, die bisherige Schwachpunkte digitaler Bürgerbeteiligung zu adressieren versprechen (z. B. persuasive Strategien und automatisches Feedback).
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Notes
- 1.
Eine Push-Benachrichtigung ist eine Nachricht, welche auf einem mobilen Gerät (zumeist Smartphone) erscheint. Herausgeber von mobilen Applikationen („Apps“ genannt) können diese meist sehr kurzen Nachrichten jederzeit versenden. Um eine solche Nachricht zu empfangen, ist es nicht notwendig die App, welche die Nachricht betrifft, zum Zeitpunkt des Empfangens geöffnet zu haben. Push-Benachrichtigungen sehen aus wie SMS Textnachrichten, sind meistens sehr kurz gehalten und dienen zum Beispiel dazu, NutzerInnen über etwas zu informieren (z. B. über den Erhalt einer neuen Chatnachricht) oder zu einer bestimmten Aktion zu ermutigen (z. B. Herunterladen eines Coupons).
- 2.
Heise-Online. „Audi-Händler installieren Virtual-Reality-Stationen“. http://heise.de/-3054946. Zugegriffen im Dez. 2017.
- 3.
FixMyStreet. https://www.fixmystreet.com/. Zugegriffen im April 2018.
- 4.
Genau genommen handelt es sich auch bei der Kamera um einen Sensor. Im Beispiel von FixMyStreet geht es allerdings vor allem um die Möglichkeit, Beiträge selbstständig zu erstellen und anzupassen.
- 5.
Bürgerhaushalt Lichtenberg. https://www.buergerhaushalt-lichtenberg.de/. Zugegriffen im April 2018.
- 6.
Streetmix. https://streetmix.net/. Zugegriffen im April 2018.
- 7.
IBM CityOne. http://www-01.ibm.com/software/solutions/soa/innov8/cityone/index.html. Zugegriffen im April 2018.
- 8.
Blockhood. https://www.plethora-project.com/blockhood/. Zugegriffen im April 2018.
- 9.
Charaktere in einem digitalen System (z. B. Computerspiel), welche nicht von NutzerInnen, sondern dem System oder einer künstlichen Intelligenz gesteuert werden. NutzerInnen können in den meisten Fällen mit diesen Charakteren interagieren.
- 10.
Forschungsprojekt smarticipate. https://www.smarticipate.eu/. Zugegriffen im Dez. 2017.
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Thiel, SK., Fröhlich, P., Sackl, A. (2018). Nutzerorientierte Gestaltung von interaktiver E-Partizipation. In: Leitner, M. (eds) Digitale Bürgerbeteiligung. Springer Vieweg, Wiesbaden. https://doi.org/10.1007/978-3-658-21621-4_6
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