Engagement of citizens in e-government, a conceptual framework using serious gaming
dc.contributor.author | Ahmed, Alsanossi Mohamed Abdullah | |
dc.date.accessioned | 2017-03-06T14:31:00Z | |
dc.date.available | 2017-03-06T14:31:00Z | |
dc.date.issued | 2016-09 | |
dc.identifier.citation | Ahmed, A.M.A. (2016) Engagement of citizens in e-government, a conceptual framework using serious gaming. University of Wolverhampton. http://hdl.handle.net/2436/620396 | |
dc.identifier.uri | http://hdl.handle.net/2436/620396 | |
dc.description | A thesis submitted in partial fulfilment of the requirement of the University of Wolverhampton for the degree of Doctor of Philosophy | |
dc.description.abstract | This study explores the challenge of low citizen engagement and participation in e-Government in terms of lack of knowledge, experience, trust in e-Services and government itself. The research addressed the issues of factors that influence citizens' acceptance and adoption of e-government services in Libya, how to overcome the barriers, and determine serious games can promote citizen usage. This study applied an integrated approach utilising the Technology Acceptance Model and Trustworthiness Model theoretical models in a focused framework of intention to use. This research applied mixed research methodology, with exploratory sequential case study (quantitative) and qualitative investigation of the Libyan e-Government project and barriers to its implementation by semi-structured interviews. Furthermore, a quantitative survey questionnaire was used to validate the proposed framework, and a post-test questionnaire was also used to evaluate the effectiveness of the serious game. A conceptual framework was developed for all factors that may affect users’ intention to use e-Services and determine the adoption needs: the two main factors are e-Government adoption issues (including citizen trust in government, e-Services and the internet) and knowledge and experience. Using serious games is of a great value in learning and expanding knowledge, practicing and training, building self-confidence, and increasing security and privacy mechanisms. It would build trust between users and agencies by experiencing e-Services’ reliability, dependability, efficiency and capability, thus promoting adoption and use. | |
dc.language.iso | en | |
dc.subject | e-Government | |
dc.subject | Citizen Engagement | |
dc.subject | e-Service Participation | |
dc.subject | Serious Games | |
dc.subject | Citizens’ trust | |
dc.subject | Framework | |
dc.subject | Developing countries | |
dc.title | Engagement of citizens in e-government, a conceptual framework using serious gaming | |
dc.type | Thesis or dissertation | |
refterms.dateFOA | 2018-08-20T14:34:11Z | |
html.description.abstract | This study explores the challenge of low citizen engagement and participation in e-Government in terms of lack of knowledge, experience, trust in e-Services and government itself. The research addressed the issues of factors that influence citizens' acceptance and adoption of e-government services in Libya, how to overcome the barriers, and determine serious games can promote citizen usage. This study applied an integrated approach utilising the Technology Acceptance Model and Trustworthiness Model theoretical models in a focused framework of intention to use. This research applied mixed research methodology, with exploratory sequential case study (quantitative) and qualitative investigation of the Libyan e-Government project and barriers to its implementation by semi-structured interviews. Furthermore, a quantitative survey questionnaire was used to validate the proposed framework, and a post-test questionnaire was also used to evaluate the effectiveness of the serious game. A conceptual framework was developed for all factors that may affect users’ intention to use e-Services and determine the adoption needs: the two main factors are e-Government adoption issues (including citizen trust in government, e-Services and the internet) and knowledge and experience. Using serious games is of a great value in learning and expanding knowledge, practicing and training, building self-confidence, and increasing security and privacy mechanisms. It would build trust between users and agencies by experiencing e-Services’ reliability, dependability, efficiency and capability, thus promoting adoption and use. |