Business as usual? How gamification transforms internal party democracy

IF 3 3区 管理学 Q1 COMMUNICATION Information Society Pub Date : 2023-07-30 DOI:10.1080/01972243.2023.2241470
Cecilia Biancalana, Davide Vittori
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Abstract

Abstract This article was motivated by the question whether gamification represents a substantial innovation in internal party democracy, by contributing to change the dynamics of power within parties. To answer this question, we examine the only known case of gamification in the field of internal party voting, launched by the Italian Movimento 5 Stelle. We expected that gamified internal votes would reduce the incumbent advantage and promote party activists. Our data, however, suggest that these decision-making processes follow the same logic as the traditional ones. We thus conclude that digital innovations often end up working as “business as usual”.
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一切如常?游戏化如何改变党内民主
摘要本文的动机是,游戏化是否代表了党内民主的实质性创新,有助于改变党内权力的动态。为了回答这个问题,我们研究了意大利Movimento 5 Stelle发起的党内投票领域唯一已知的游戏化案例。我们预计,游戏化的内部投票将减少现任总统的优势,并提拔党内活动家。然而,我们的数据表明,这些决策过程遵循与传统决策过程相同的逻辑。因此,我们得出结论,数字创新往往以“一切如常”的方式结束。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
5.00
自引率
0.00%
发文量
29
期刊介绍: The Information Society is a multidisciplinary journal intended to answer questions about the Information Age. It provides a forum for thoughtful commentary and discussion of significant topics in the world of information, such as transborder data flow, regulatory issues, the impact of the information industry, information as a determinant of public and private organizational performance, and information and the sovereignty of the public and private organizational performance, and information and the sovereignty of the public. Its papers analyze information policy issues affecting society. Because of the journal"s international perspective, it will have worldwide appeal to scientists and policymakers in government, education, and industry.
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