Towards the use of serious games for effective e-government service

E-government is one of the most common management opportunities utilised to improve government performance as e-government systems, offering a wide range of benefits for both citizens and governmental agencies, such as social services, digital democracy, e-commerce, taxation, revenue etc. However, in many developing countries, the goals of e-government have not been achieved, and the common reason for failure has been lesspublic participation and shortage of employees' knowledge. This paper aims to explore the use of serious game technology to improve e-government services by promoting the participation of citizens and offering better training to government employees in developing countries. Serious games can play an important role in support learning processes and expanding knowledge in a new more amenable way that can be exploited to improve e-government services. This study investigates the possibility of using serious games to encourage citizen participation in e-government and explores how serious games can provide a new way to easily traingovernment employees. To enhance the public participation and employees training, this work proposes a new concept of using serious games for effective e-government services.

[1]  R. A. R. A. U. Ritterfeld Classifying Serious Games , 2009 .

[2]  W. Huang,et al.  E-Government Strategies in Developed and Developing Countries: An Implementation Framework and Case Study , 2006, J. Glob. Inf. Manag..

[3]  Soonhee Kim,et al.  Organizational Factors Affecting Knowledge Sharing Capabilities in E-Government: An Empirical Study , 2004, DG.O.

[4]  Z. Fang E-Government in Digital Era: Concept, Practice, and Development , 2002 .

[5]  Nicole C. Krämer,et al.  Training disaster communication by means of serious games in virtual environments , 2011, Entertain. Comput..

[6]  Adel Said Elmaghraby,et al.  Intelligent serious games system for children with learning disabilities , 2012, 2012 17th International Conference on Computer Games (CGAMES).

[7]  Amir Hossein Ghapanchi,et al.  Toward national e-government development models for developing countries: A nine-stage model , 2008 .

[8]  Jean-Pierre Jessel,et al.  Classifying Serious Games: The G/P/S Model , 2011 .

[9]  Alenka Poplin,et al.  Playful public participation in urban planning: A case study for online serious games , 2012, Comput. Environ. Urban Syst..

[10]  Zahir Irani,et al.  E-government adoption: architecture and barriers , 2005, Bus. Process. Manag. J..

[11]  Richard Heeks Most eGovernment-for-Development Projects Fail: How Can Risks be Reduced? , 2003 .

[12]  Marian Aleson-Carbonell,et al.  Serious games and learning effectiveness: The case of It's a Deal! , 2012, Comput. Educ..

[13]  Ahmed Fahli,et al.  The Serious Game: What Educational Benefits? , 2012 .

[14]  Jaime Sánchez,et al.  Problem solving and collaboration using mobile serious games , 2011, Comput. Educ..

[15]  Valentina Ndou,et al.  E – Government for Developing Countries: Opportunities and Challenges , 2004, Electron. J. Inf. Syst. Dev. Ctries..

[16]  James F. Knight,et al.  Serious gaming technology in major incident triage training: a pragmatic controlled trial. , 2010, Resuscitation.

[17]  Igor Mayer,et al.  Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games , 2012, VS-GAMES.

[18]  Leela Damodaran,et al.  Citizen Participation and engagement in the Design of e-Government Services: The Missing Link in Effective ICT Design and Delivery , 2007, J. Assoc. Inf. Syst..

[19]  Adel Said Elmaghraby,et al.  E-government services challenges and opportunities for developing countries: The case of Libya , 2013, 2013 Second International Conference on Informatics & Applications (ICIA).

[20]  Maurice V. Wilkes,et al.  The design of multiple-access computer systems , 1967, Computer/law journal.

[21]  鳥居 泰彦,et al.  世界経済・社会統計 = World development indicators , 1998 .

[22]  Yuan Long,et al.  Synthesizing e-government stage models - a meta-synthesis based on meta-ethnography approach , 2005, Ind. Manag. Data Syst..

[23]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..