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Rethinking gamified democracy as frictional: a comparative examination of the Decide Madrid and vTaiwan platforms

Rethinking gamified democracy as frictional: a comparative examination of the Decide Madrid and vTaiwan platforms
Rethinking gamified democracy as frictional: a comparative examination of the Decide Madrid and vTaiwan platforms
Gamification in digital design harnesses game-like elements to create rewarding and competitive systems that encourage desirable user behaviour by influencing users’ bodily actions and emotions. Recently, gamification has been integrated into platforms built to fix democratic problems such as boredom and disengagement in political participation. This paper draws on an ethnographic study of two such platforms – Decide Madrid and vTaiwan – to problematise the universal, techno-deterministic account of digital democracy. I argue that gamified democracy is frictional by nature, a concept borrowed from cultural and social geographies. Incorporating gamification into interface design does not inherently enhance the user’s enjoyment, motivation and engagement through controlling their behaviours. ‘Friction’ in the user experience includes various emotional predicaments and tactical exploitation by more advanced users. Frictional systems in the sphere of digital democracy are neither positive nor negative per se. While they may threaten systemic inclusivity or hinder users’ abilities to organise and implement policy changes, friction can also provide new impetus to advance democratic practices.
1464-9365
Tseng, Yu-Shan
00363208-06af-44c1-9843-4f9bc425b392
Tseng, Yu-Shan
00363208-06af-44c1-9843-4f9bc425b392

Tseng, Yu-Shan (2023) Rethinking gamified democracy as frictional: a comparative examination of the Decide Madrid and vTaiwan platforms. Social & Cultural Geography, 24 (8). (doi:10.1080/14649365.2022.2055779).

Record type: Article

Abstract

Gamification in digital design harnesses game-like elements to create rewarding and competitive systems that encourage desirable user behaviour by influencing users’ bodily actions and emotions. Recently, gamification has been integrated into platforms built to fix democratic problems such as boredom and disengagement in political participation. This paper draws on an ethnographic study of two such platforms – Decide Madrid and vTaiwan – to problematise the universal, techno-deterministic account of digital democracy. I argue that gamified democracy is frictional by nature, a concept borrowed from cultural and social geographies. Incorporating gamification into interface design does not inherently enhance the user’s enjoyment, motivation and engagement through controlling their behaviours. ‘Friction’ in the user experience includes various emotional predicaments and tactical exploitation by more advanced users. Frictional systems in the sphere of digital democracy are neither positive nor negative per se. While they may threaten systemic inclusivity or hinder users’ abilities to organise and implement policy changes, friction can also provide new impetus to advance democratic practices.

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e-pub ahead of print date: 21 March 2022
Published date: 14 September 2023

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Local EPrints ID: 497936
URI: http://eprints.soton.ac.uk/id/eprint/497936
ISSN: 1464-9365
PURE UUID: 38da09d6-bc1e-488b-b37b-b160f77e550a
ORCID for Yu-Shan Tseng: ORCID iD orcid.org/0000-0003-3728-314X

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Date deposited: 04 Feb 2025 17:59
Last modified: 22 Aug 2025 02:41

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Author: Yu-Shan Tseng ORCID iD

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