Short answer
Incorporate gamified learning experiences into design projects aimed at influencing stakeholder attitudes and behaviors on policy-related matters.
- Field
- Innovation & Design
- Source
- Data Archiving and Networked Services (DANS) (2021)
- Method
- Experimental design with a serious game intervention.
- Evidence
- Moderate effect
A serious game intervention can positively influence civil servants' attitudes and behavioral intentions regarding the provision of open governmental data. This innovation & design research insight is drawn from a 2021 study published in Data Archiving and Networked Services (DANS). Using Experimental design with a serious game intervention., researchers explored how this design variable affects real-world outcomes. The key design takeaway: Incorporate gamified learning experiences into design projects aimed at influencing stakeholder attitudes and behaviors on policy-related matters.
Serious Games Can Shift Civil Servant Attitudes Towards Open Data Provision
A serious game intervention can positively influence civil servants' attitudes and behavioral intentions regarding the provision of open governmental data.
Data Archiving and Networked Services (DANS) · 2021
Key Findings
- 01Playing the serious game led to a measurable positive shift in civil servants' attitudes towards open data provision.
- 02The game provided a safe environment for civil servants to experience the potential benefits and challenges of open data.
Application
Design takeaway
Incorporate gamified learning experiences into design projects aimed at influencing stakeholder attitudes and behaviors on policy-related matters.
How to apply
Develop and pilot serious games for training or awareness campaigns in organizations facing similar behavioral barriers to policy adoption.
Project actions
- 01Consider using game mechanics to explore complex issues in your design project.
- 02Focus on creating scenarios that allow users to experience the consequences of their decisions.
Method & Evidence
Variables
Strengths & Limitations
Strengths
- +Utilizes a controlled experimental approach to measure attitude change.
- +Focuses on a practical application of serious games for policy implementation.
Limitations
The effectiveness of the game might depend on the participants' prior knowledge and engagement levels. The long-term impact of the attitude change is not fully explored.
Reliability & validity
The study's validity is supported by measuring behavioral intentions as a proxy for attitude change. Reliability could be enhanced by using standardized attitude scales and ensuring consistent game play conditions.
Think critically
To what extent can the positive attitude change observed in this study be attributed to the novelty of the game versus its inherent design and educational content?
Design Principles
"Experiential learning through interactive simulations can foster positive attitudinal shifts."
This research highlights a novel approach to overcoming behavioral barriers in public administration. By leveraging the engaging nature of serious games, design practitioners can develop tools that foster positive attitudes towards data sharing, ultimately leading to more transparent and innovative governance.
What This Means for Your Design
Playing a specially designed game can make government workers feel more positive about sharing government data openly.
How to use in your project
- 1.Reference this study when discussing the use of interactive simulations or gamification for behavioral change in your design project.
Add to My Project
Quick Cite
Paragraph starter
This research demonstrates that serious games can be effective tools for influencing attitudes and behavioral intentions. By creating an engaging and experiential learning environment, a game intervention successfully shifted civil servants' perceptions towards open governmental data provision, suggesting that similar gamified approaches could be applied to encourage desired behaviors in other professional contexts.
Source
Data Archiving and Networked Services (DANS)
WINNING DATA: Designing and testing a game to change civil servants' attitudes towards open governmental data provision
journal · 2021
View sourceQuestions About This Research
- What does the research say about serious games can shift civil servant attitudes towards open data provision?
- Incorporate gamified learning experiences into design projects aimed at influencing stakeholder attitudes and behaviors on policy-related matters. Evidence: Data Archiving and Networked Services (DANS) (2021).
- Why does "Serious Games Can Shift Civil Servant Attitudes Towards Open Data Provision" matter for design?
- This research highlights a novel approach to overcoming behavioral barriers in public administration. By leveraging the engaging nature of serious games, design practitioners can develop tools that foster positive attitudes towards data sharing, ultimately leading to more transparent and innovative governance.
- How can designers apply this research?
- Incorporate gamified learning experiences into design projects aimed at influencing stakeholder attitudes and behaviors on policy-related matters.
- What were the main findings?
- Playing the serious game led to a measurable positive shift in civil servants' attitudes towards open data provision.. The game provided a safe environment for civil servants to experience the potential benefits and challenges of open data.
- What research method was used?
- Experimental design with a serious game intervention..
- How strong is the evidence?
- Evidence strength is rated Moderate effect, based on a 2021 journal from Data Archiving and Networked Services (DANS).
- What should I do differently in my next project?
- Develop and pilot serious games for training or awareness campaigns in organizations facing similar behavioral barriers to policy adoption.
- What are the limitations?
- The study's findings may be specific to the context of open governmental data and the particular game design. Generalizability to other domains or different game mechanics requires further investigation.