Gamificación y Gobierno Electrónico: Un Estudio Exploratorio en Córdoba, Argentina
; Cañadas Martinez, María Belén
; del Rio, Andrea Otros responsables
Fecha
2025-07-15
Editorial
Pontífica Universidad Católica Argentina "Santa María de los Buenos Aires"
Revista
Revista de Psicología
Título del libro
Nombre del evento
Fecha del evento
Institución organizadora
ISSN
1669-2438
eISSN
2469-2050
ISBN
Idioma
Español
Tipo del evento
Clasificación temática
Palabras clave
Resumen
Durante la pandemia, el uso de tecnologías impulsó el desarrollo del gobierno electrónico, aunque su adopción ha sido desigual. La gamificación (i.e., incorporación de componentes lúdicos) en el gobierno electrónico podría facilitar su adopción, un aspecto poco estudiado en Argentina. Este estudio explora la importancia de los componentes lúdicos en el gobierno electrónico, el disfrute, la motivación, la innovación percibida y su relación con variables sociodemográficas como edad, género, nivel educativo y nivel socioeconómico. Participaron 211 personas (Medad = 33.47, 78.20% mujeres, 59.24% con educación secundaria completa, 47.9% con nivel socioeconómico medio-alto). El 70.20% consideró importante incluir componentes lúdicos en el gobierno electrónico, destacándose la barra de progreso (78.10 %). La mitad los consideró innovadores y disfrutables, sólo el 39% los encontró motivadores. A mayor edad, nivel educativo y socioeconómico, menor importancia, disfrute, motivación e innovación percibida, sin diferencias significativas por género. Estos hallazgos son clave para fomentar la adopción del gobierno electrónico en Argentina.
During the pandemic, the use of technology accelerated the development of e-government, although its adoption has been uneven. Gamification (i.e., the incorporation of game elements) in e-government could facilitate its adoption, a topic that has been scarcely studied in Argentina. This study examines the perceived importance of gamification components in e-government, as well as perceived enjoyment, motivation, innovation, and their relationship with sociodemographic variables such as age, gender, education level, and socioeconomic status. A total of 211 individuals participated (Mage = 33.47; 78.20% women; 59.24% with secondary education; 47.9% with middle-upper socioeconomic status). Results showed that 70.20% considered it important to include gamification components in e-government, with progress bars rated most important (78.10%). While about half perceived these components as enjoyable and innovative, only 39% found them motivating. Higher age, education, and socioeconomic status were associated with lower perceived importance, enjoyment, motivation, and innovation, with no significant gender differences. These findings are essential to inform strategies that foster e-government adoption in Argentina.
During the pandemic, the use of technology accelerated the development of e-government, although its adoption has been uneven. Gamification (i.e., the incorporation of game elements) in e-government could facilitate its adoption, a topic that has been scarcely studied in Argentina. This study examines the perceived importance of gamification components in e-government, as well as perceived enjoyment, motivation, innovation, and their relationship with sociodemographic variables such as age, gender, education level, and socioeconomic status. A total of 211 individuals participated (Mage = 33.47; 78.20% women; 59.24% with secondary education; 47.9% with middle-upper socioeconomic status). Results showed that 70.20% considered it important to include gamification components in e-government, with progress bars rated most important (78.10%). While about half perceived these components as enjoyable and innovative, only 39% found them motivating. Higher age, education, and socioeconomic status were associated with lower perceived importance, enjoyment, motivation, and innovation, with no significant gender differences. These findings are essential to inform strategies that foster e-government adoption in Argentina.
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