Mudança de atitude de servidores públicos através de elementos de gamificação: uma revisão sistemática

Autores

DOI:

https://doi.org/10.5902/2526629288397

Palavras-chave:

Servidor público, Serviço público, Gamificação

Resumo

Estudos envolvendo gamificação têm se concentrado em analisar o ponto de vista do cidadão ou as estratégias que visam afetar o comportamento do servidor. Nenhum estudo teve como enfoque a promoção da comunicação, cooperação e empatia no âmbito da gestão pública, mesmo a viabilidade da mudança de atitude por meio de ferramentas de gamificação ter sido amplamente estuda e comprovada através do estudo sistemático de mapeamento desenvolvido neste estudo. Objetivando estudar a literatura sobre o uso de jogos e de estratégias de gamificação na administração pública, foram utilizados artigos relacionados ao tema disponíveis no banco de dados Web of Science cuja publicação se deu nos últimos cinco anos. Como resultado, foi possível identificar a tendência de utilizar ferramentas de gamificação como estratégia para a mudança de atitude. Em contrapartida, estudos com foco no servidor público e em como reduzir a relutância desses a participar das atividades não foram encontrados.

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Biografia do Autor

Indira Dutra de Almeida Cabral de Oliveira, Universidade de Pernambuco

Mestra em Administração Pela Universidade de Pernambuco

Angélica Porto Cavalcanti de Souza, Universidade de Pernambuco

Professora Adjunta na Universidade de Pernambuco

Ademir Macedo Nascimento, Universidade de Pernambuco

Professor Associado na Universidade de Pernambuco

Referências

Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215.

Bathke, D. J., et al. (2019a). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Bathke, D. J., et al. (2019b). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Burby, R. J. (2003). Making Plans that Matter: Citizen Involvement and Government Action. Journal of the American Planning Association, 69(1), 33–49.

Candido, R., et al. (2007). Revista da FAE Método Delphi-uma ferramenta para uso em Microempresas de Base Tecnológica Delphi Method: A tool for use in Technology Based Micro Enterprises. [S. l.: s. n.]. Disponível em: https://revistafae.fae.edu/revistafae/article/view/346/242. Acesso em: 30 maio 2022.

Carneiro, K. T. (2015). POR UMA MEMÓRIA DO JOGO: a presença do jogo na infância de octogenários e nonagenários. [S. n.].

Chen, H. M., & Chang, W. Y. (2010). The essence of the competence concept: Adopting an organization’s sustained competitive advantage viewpoint. Journal of Management & Organization, 16(5), 677–699.

Classe, T. M. de, Janssen, F., & Araujo, R. (2021). VAPBr: Values in Digital Games for Public Service in Brazil. International Journal of Serious Games, 8(4), 25–48.

Coimbra Costa, L. F. (2016). GAMIFICAÇÃO: REGRAS CLARAS PARA UMA GESTÃO PÚBLICA ORIENTADA A RESULTADOS. [S. n.].

Costa, R. M. da, & Silva, J. V. V. M. da. (2014). DESIGN RESEARCH É UMA METODOLOGIA DE APLICAÇÃO PRÁTICA? REGINA MARIA DA COSTA. [S. n.].

Costa, A. B., & Zoltowski, A. P. C. (2014). Como escrever um artigo de revisão sistemática. Manual de produção científica, 1, 55–70.

Deterding, S., et al. (2011). Gamification: Toward a definition. [s. l.].

Everling, M., & Mont’Alvão, C. R. (2019). A Técnica Delphi e Análise de Conteúdo como Estratégias de Obtenção do Consenso em dinâmicas de design participativo. Design e Tecnologia, 9(19), 18–28.

Fleury, M. T. L., & Fleury, A. (2001). Construindo o conceito de competência. Revista de Administração Contemporânea, 5(spe), 183–196.

Gil, A. C. (2017). Como elaborar projetos de pesquisa (6. ed.). Atlas.

Graminho, M., et al. (2019). Uso de jogos didáticos no processo ensino-aprendizagem. [S. n.]. Disponível em: https://app.uff.br/riuff/bitstream/handle/1/15427/Uso%20de%20jogos%20did%C3%A1ticos%20no%20processo%20ensino-aprendizagem.pdf?sequence=1. Acesso em: 31 maio 2022.

Hofacker, C. F., et al. (2016). Gamification and Mobile Marketing Effectiveness. Journal of Interactive Marketing, 34, 25–36.

Hummel, H. G. K., et al. (2011). Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42(6), 1029–1041.

Janssen, M., Charalabidis, Y., & Zuiderwijk, A. (2012). Benefits, Adoption Barriers and Myths of Open Data and Open Government. Information Systems Management, 29(4), 258–268.

Kim, C., & Nam, K. Y. (2021a). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign.

Kim, C., & Nam, K. Y. (2021b). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign, 1–18.

Kleiman, F., et al. (2020). Changing civil servants’ behaviour concerning the opening of governmental data: evaluating the effect of a game by comparing civil servants’ intentions before and after a game intervention. International Review of Administrative Sciences, 002085232096221.

Kleiman, F. (2019). Engaging Governments in Open Data Policies through Gaming. In Proceedings of the 12th International Conference on Theory and Practice of Electronic Governance (pp. 461–464). ACM.

Kleiman, F., Meijer, S., & Janssen, M. (2020). A systematic literature review on the use of games for attitude change: Searching for factors influencing civil servants’ attitudes. International Journal of Electronic Government Research, 16(4), 1–20.

Kolb, D. (2000a). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolb, D. (2000b). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolek, L., Šisler, V., & Brom, C. (2019). Video Games and Attitude Change – Can We Reliably Measure This? The Challenges of Empirical Study Design. In (pp. 445–448).

Lewis, Z. H., Swartz, M. C., & Lyons, E. J. (2016). What’s the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal, 5(2), 93–99.

Machado, L., et al. (2013). A Design Research como método de pesquisa de Administração: Aplicações práticas e lições aprendidas. [S. n.].

Manson, N. (2006). Is operations research really research?. ORiON, 22(2).

Marques, J. B. V., & Freitas, D. de. (2018a). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Marques, J. B. V., & Freitas, D. de. (2018b). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Mayer, I. S. (2009a). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Mayer, I. S. (2009b). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Meijer, S. (2015a). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Meijer, S. (2015b). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Moine, L., & Jutraz. (2017a). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Moine, L., & Jutraz. (2017b). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Nascimento, A. M., & Silveira, D. S. da. (2017). A systematic mapping study on using social media for business process improvement. Computers in Human Behavior, 73, 670–675.

O’Connor, S., et al. (2017a). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency. Disponívelem: https://www.researchgate.net/publication/324080109.

O’Connor, S., et al. (2017b). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency Intelligent Room View project An Intelligent Educational Games Portal-Semsem Club View project Developing Gamified Elements to Influence Positive Behavioural Change towards Organisational Energy Efficiency. Disponível em: https://www.researchgate.net/publication/324080109.

Roever, L. (2020). Guia Prático de Revisão Sistemática e Metanálise. [s. l.].

Romero, M., Usart, M., & Ott, M. (2015). Can serious games contribute to developing and sustaining 21st century skills?. SAGE Publications Inc.

Sandberg, J. (2000). Understanding Human Competence at Work: An Interpretative ApproachSource: The Academy of Management Journal.

Santos, C. A., et al. (2017). Serious games in virtual environments for health teaching and learning. Revista da Rede de Enfermagem do Nordeste, 18(5), 702.

Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics, 71, 31–48.

Schmidt, R., Emmerich, K., & Schmidt, B. (2015). Applied Games – In Search of a New Definition. In (pp. 100–111).

Tranfield, D., Denyer, D., & Smart, P. (2003). Towards a Methodology for Developing Evidence-Informed Management Knowledge by Means of Systematic Review. British Journal of Management, 14(3), 207–222.

Vaishnavi, V., & Kuechler, B. (2005). DESIGN SCIENCE RESEARCH IN INFORMATION SYSTEMS.

Vazquez, A. C. S., & Ruas, R. L. (2012). Executive MBA programs: what do students perceive as value for their practices?. Revista de Administração Contemporânea, 16(2), 308–326.

Willems, J. (2020). Public servant stereotypes: It is not (at) all about being lazy, greedy and corrupt. Public Administration, 98(4), 807–823.Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215.

Bathke, D. J., et al. (2019a). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Bathke, D. J., et al. (2019b). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Burby, R. J. (2003). Making Plans that Matter: Citizen Involvement and Government Action. Journal of the American Planning Association, 69(1), 33–49.

Candido, R., et al. (2007). Revista da FAE Método Delphi-uma ferramenta para uso em Microempresas de Base Tecnológica Delphi Method: A tool for use in Technology Based Micro Enterprises. [S. l.: s. n.]. Disponível em: https://revistafae.fae.edu/revistafae/article/view/346/242. Acesso em: 30 maio 2022.

Carneiro, K. T. (2015). POR UMA MEMÓRIA DO JOGO: a presença do jogo na infância de octogenários e nonagenários. [S. n.].

Chen, H. M., & Chang, W. Y. (2010). The essence of the competence concept: Adopting an organization’s sustained competitive advantage viewpoint. Journal of Management & Organization, 16(5), 677–699.

Classe, T. M. de, Janssen, F., & Araujo, R. (2021). VAPBr: Values in Digital Games for Public Service in Brazil. International Journal of Serious Games, 8(4), 25–48.

Coimbra Costa, L. F. (2016). GAMIFICAÇÃO: REGRAS CLARAS PARA UMA GESTÃO PÚBLICA ORIENTADA A RESULTADOS. [S. n.].

Costa, R. M. da, & Silva, J. V. V. M. da. (2014). DESIGN RESEARCH É UMA METODOLOGIA DE APLICAÇÃO PRÁTICA? REGINA MARIA DA COSTA. [S. n.].

Costa, A. B., & Zoltowski, A. P. C. (2014). Como escrever um artigo de revisão sistemática. Manual de produção científica, 1, 55–70.

Deterding, S., et al. (2011). Gamification: Toward a definition. [s. l.].

Everling, M., & Mont’Alvão, C. R. (2019). A Técnica Delphi e Análise de Conteúdo como Estratégias de Obtenção do Consenso em dinâmicas de design participativo. Design e Tecnologia, 9(19), 18–28.

Fleury, M. T. L., & Fleury, A. (2001). Construindo o conceito de competência. Revista de Administração Contemporânea, 5(spe), 183–196.

Gil, A. C. (2017). Como elaborar projetos de pesquisa (6. ed.). Atlas.

Graminho, M., et al. (2019). Uso de jogos didáticos no processo ensino-aprendizagem. [S. n.]. Disponível em: https://app.uff.br/riuff/bitstream/handle/1/15427/Uso%20de%20jogos%20did%C3%A1ticos%20no%20processo%20ensino-aprendizagem.pdf?sequence=1. Acesso em: 31 maio 2022.

Hofacker, C. F., et al. (2016). Gamification and Mobile Marketing Effectiveness. Journal of Interactive Marketing, 34, 25–36.

Hummel, H. G. K., et al. (2011). Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42(6), 1029–1041.

Janssen, M., Charalabidis, Y., & Zuiderwijk, A. (2012). Benefits, Adoption Barriers and Myths of Open Data and Open Government. Information Systems Management, 29(4), 258–268.

Kim, C., & Nam, K. Y. (2021a). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign.

Kim, C., & Nam, K. Y. (2021b). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign, 1–18.

Kleiman, F., et al. (2020). Changing civil servants’ behaviour concerning the opening of governmental data: evaluating the effect of a game by comparing civil servants’ intentions before and after a game intervention. International Review of Administrative Sciences, 002085232096221.

Kleiman, F. (2019). Engaging Governments in Open Data Policies through Gaming. In Proceedings of the 12th International Conference on Theory and Practice of Electronic Governance (pp. 461–464). ACM.

Kleiman, F., Meijer, S., & Janssen, M. (2020). A systematic literature review on the use of games for attitude change: Searching for factors influencing civil servants’ attitudes. International Journal of Electronic Government Research, 16(4), 1–20.

Kolb, D. (2000a). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolb, D. (2000b). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolek, L., Šisler, V., & Brom, C. (2019). Video Games and Attitude Change – Can We Reliably Measure This? The Challenges of Empirical Study Design. In (pp. 445–448).

Lewis, Z. H., Swartz, M. C., & Lyons, E. J. (2016). What’s the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal, 5(2), 93–99.

Machado, L., et al. (2013). A Design Research como método de pesquisa de Administração: Aplicações práticas e lições aprendidas. [S. n.].

Manson, N. (2006). Is operations research really research?. ORiON, 22(2).

Marques, J. B. V., & Freitas, D. de. (2018a). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Marques, J. B. V., & Freitas, D. de. (2018b). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Mayer, I. S. (2009a). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Mayer, I. S. (2009b). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Meijer, S. (2015a). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Meijer, S. (2015b). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Moine, L., & Jutraz. (2017a). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Moine, L., & Jutraz. (2017b). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Nascimento, A. M., & Silveira, D. S. da. (2017). A systematic mapping study on using social media for business process improvement. Computers in Human Behavior, 73, 670–675.

O’Connor, S., et al. (2017a). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency. Disponívelem: https://www.researchgate.net/publication/324080109.

O’Connor, S., et al. (2017b). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency Intelligent Room View project An Intelligent Educational Games Portal-Semsem Club View project Developing Gamified Elements to Influence Positive Behavioural Change towards Organisational Energy Efficiency. Disponível em: https://www.researchgate.net/publication/324080109.

Roever, L. (2020). Guia Prático de Revisão Sistemática e Metanálise. [s. l.].

Romero, M., Usart, M., & Ott, M. (2015). Can serious games contribute to developing and sustaining 21st century skills?. SAGE Publications Inc.

Sandberg, J. (2000). Understanding Human Competence at Work: An Interpretative ApproachSource: The Academy of Management Journal.

Santos, C. A., et al. (2017). Serious games in virtual environments for health teaching and learning. Revista da Rede de Enfermagem do Nordeste, 18(5), 702.

Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics, 71, 31–48.

Schmidt, R., Emmerich, K., & Schmidt, B. (2015). Applied Games – In Search of a New Definition. In (pp. 100–111).

Tranfield, D., Denyer, D., & Smart, P. (2003). Towards a Methodology for Developing Evidence-Informed Management Knowledge by Means of Systematic Review. British Journal of Management, 14(3), 207–222.

Vaishnavi, V., & Kuechler, B. (2005). DESIGN SCIENCE RESEARCH IN INFORMATION SYSTEMS.

Vazquez, A. C. S., & Ruas, R. L. (2012). Executive MBA programs: what do students perceive as value for their practices?. Revista de Administração Contemporânea, 16(2), 308–326.

Willems, J. (2020). Public servant stereotypes: It is not (at) all about being lazy, greedy and corrupt. Public Administration, 98(4), 807–823.Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215.

Bathke, D. J., et al. (2019a). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Bathke, D. J., et al. (2019b). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Burby, R. J. (2003). Making Plans that Matter: Citizen Involvement and Government Action. Journal of the American Planning Association, 69(1), 33–49.

Candido, R., et al. (2007). Revista da FAE Método Delphi-uma ferramenta para uso em Microempresas de Base Tecnológica Delphi Method: A tool for use in Technology Based Micro Enterprises. [S. l.: s. n.]. Disponível em: https://revistafae.fae.edu/revistafae/article/view/346/242. Acesso em: 30 maio 2022.

Carneiro, K. T. (2015). POR UMA MEMÓRIA DO JOGO: a presença do jogo na infância de octogenários e nonagenários. [S. n.].

Chen, H. M., & Chang, W. Y. (2010). The essence of the competence concept: Adopting an organization’s sustained competitive advantage viewpoint. Journal of Management & Organization, 16(5), 677–699.

Classe, T. M. de, Janssen, F., & Araujo, R. (2021). VAPBr: Values in Digital Games for Public Service in Brazil. International Journal of Serious Games, 8(4), 25–48.

Coimbra Costa, L. F. (2016). GAMIFICAÇÃO: REGRAS CLARAS PARA UMA GESTÃO PÚBLICA ORIENTADA A RESULTADOS. [S. n.].

Costa, R. M. da, & Silva, J. V. V. M. da. (2014). DESIGN RESEARCH É UMA METODOLOGIA DE APLICAÇÃO PRÁTICA? REGINA MARIA DA COSTA. [S. n.].

Costa, A. B., & Zoltowski, A. P. C. (2014). Como escrever um artigo de revisão sistemática. Manual de produção científica, 1, 55–70.

Deterding, S., et al. (2011). Gamification: Toward a definition. [s. l.].

Everling, M., & Mont’Alvão, C. R. (2019). A Técnica Delphi e Análise de Conteúdo como Estratégias de Obtenção do Consenso em dinâmicas de design participativo. Design e Tecnologia, 9(19), 18–28.

Fleury, M. T. L., & Fleury, A. (2001). Construindo o conceito de competência. Revista de Administração Contemporânea, 5(spe), 183–196.

Gil, A. C. (2017). Como elaborar projetos de pesquisa (6. ed.). Atlas.

Graminho, M., et al. (2019). Uso de jogos didáticos no processo ensino-aprendizagem. [S. n.]. Disponível em: https://app.uff.br/riuff/bitstream/handle/1/15427/Uso%20de%20jogos%20did%C3%A1ticos%20no%20processo%20ensino-aprendizagem.pdf?sequence=1. Acesso em: 31 maio 2022.

Hofacker, C. F., et al. (2016). Gamification and Mobile Marketing Effectiveness. Journal of Interactive Marketing, 34, 25–36.

Hummel, H. G. K., et al. (2011). Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42(6), 1029–1041.

Janssen, M., Charalabidis, Y., & Zuiderwijk, A. (2012). Benefits, Adoption Barriers and Myths of Open Data and Open Government. Information Systems Management, 29(4), 258–268.

Kim, C., & Nam, K. Y. (2021a). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign.

Kim, C., & Nam, K. Y. (2021b). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign, 1–18.

Kleiman, F., et al. (2020). Changing civil servants’ behaviour concerning the opening of governmental data: evaluating the effect of a game by comparing civil servants’ intentions before and after a game intervention. International Review of Administrative Sciences, 002085232096221.

Kleiman, F. (2019). Engaging Governments in Open Data Policies through Gaming. In Proceedings of the 12th International Conference on Theory and Practice of Electronic Governance (pp. 461–464). ACM.

Kleiman, F., Meijer, S., & Janssen, M. (2020). A systematic literature review on the use of games for attitude change: Searching for factors influencing civil servants’ attitudes. International Journal of Electronic Government Research, 16(4), 1–20.

Kolb, D. (2000a). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolb, D. (2000b). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolek, L., Šisler, V., & Brom, C. (2019). Video Games and Attitude Change – Can We Reliably Measure This? The Challenges of Empirical Study Design. In (pp. 445–448).

Lewis, Z. H., Swartz, M. C., & Lyons, E. J. (2016). What’s the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal, 5(2), 93–99.

Machado, L., et al. (2013). A Design Research como método de pesquisa de Administração: Aplicações práticas e lições aprendidas. [S. n.].

Manson, N. (2006). Is operations research really research?. ORiON, 22(2).

Marques, J. B. V., & Freitas, D. de. (2018a). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Marques, J. B. V., & Freitas, D. de. (2018b). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Mayer, I. S. (2009a). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Mayer, I. S. (2009b). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Meijer, S. (2015a). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Meijer, S. (2015b). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Moine, L., & Jutraz. (2017a). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Moine, L., & Jutraz. (2017b). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Nascimento, A. M., & Silveira, D. S. da. (2017). A systematic mapping study on using social media for business process improvement. Computers in Human Behavior, 73, 670–675.

O’Connor, S., et al. (2017a). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency. Disponívelem: https://www.researchgate.net/publication/324080109.

O’Connor, S., et al. (2017b). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency Intelligent Room View project An Intelligent Educational Games Portal-Semsem Club View project Developing Gamified Elements to Influence Positive Behavioural Change towards Organisational Energy Efficiency. Disponível em: https://www.researchgate.net/publication/324080109.

Roever, L. (2020). Guia Prático de Revisão Sistemática e Metanálise. [s. l.].

Romero, M., Usart, M., & Ott, M. (2015). Can serious games contribute to developing and sustaining 21st century skills?. SAGE Publications Inc.

Sandberg, J. (2000). Understanding Human Competence at Work: An Interpretative ApproachSource: The Academy of Management Journal.

Santos, C. A., et al. (2017). Serious games in virtual environments for health teaching and learning. Revista da Rede de Enfermagem do Nordeste, 18(5), 702.

Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics, 71, 31–48.

Schmidt, R., Emmerich, K., & Schmidt, B. (2015). Applied Games – In Search of a New Definition. In (pp. 100–111).

Tranfield, D., Denyer, D., & Smart, P. (2003). Towards a Methodology for Developing Evidence-Informed Management Knowledge by Means of Systematic Review. British Journal of Management, 14(3), 207–222.

Vaishnavi, V., & Kuechler, B. (2005). DESIGN SCIENCE RESEARCH IN INFORMATION SYSTEMS.

Vazquez, A. C. S., & Ruas, R. L. (2012). Executive MBA programs: what do students perceive as value for their practices?. Revista de Administração Contemporânea, 16(2), 308–326.

Willems, J. (2020). Public servant stereotypes: It is not (at) all about being lazy, greedy and corrupt. Public Administration, 98(4), 807–823.Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215.

Bathke, D. J., et al. (2019a). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Bathke, D. J., et al. (2019b). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Burby, R. J. (2003). Making Plans that Matter: Citizen Involvement and Government Action. Journal of the American Planning Association, 69(1), 33–49.

Candido, R., et al. (2007). Revista da FAE Método Delphi-uma ferramenta para uso em Microempresas de Base Tecnológica Delphi Method: A tool for use in Technology Based Micro Enterprises. [S. l.: s. n.]. Disponível em: https://revistafae.fae.edu/revistafae/article/view/346/242. Acesso em: 30 maio 2022.

Carneiro, K. T. (2015). POR UMA MEMÓRIA DO JOGO: a presença do jogo na infância de octogenários e nonagenários. [S. n.].

Chen, H. M., & Chang, W. Y. (2010). The essence of the competence concept: Adopting an organization’s sustained competitive advantage viewpoint. Journal of Management & Organization, 16(5), 677–699.

Classe, T. M. de, Janssen, F., & Araujo, R. (2021). VAPBr: Values in Digital Games for Public Service in Brazil. International Journal of Serious Games, 8(4), 25–48.

Coimbra Costa, L. F. (2016). GAMIFICAÇÃO: REGRAS CLARAS PARA UMA GESTÃO PÚBLICA ORIENTADA A RESULTADOS. [S. n.].

Costa, R. M. da, & Silva, J. V. V. M. da. (2014). DESIGN RESEARCH É UMA METODOLOGIA DE APLICAÇÃO PRÁTICA? REGINA MARIA DA COSTA. [S. n.].

Costa, A. B., & Zoltowski, A. P. C. (2014). Como escrever um artigo de revisão sistemática. Manual de produção científica, 1, 55–70.

Deterding, S., et al. (2011). Gamification: Toward a definition. [s. l.].

Everling, M., & Mont’Alvão, C. R. (2019). A Técnica Delphi e Análise de Conteúdo como Estratégias de Obtenção do Consenso em dinâmicas de design participativo. Design e Tecnologia, 9(19), 18–28.

Fleury, M. T. L., & Fleury, A. (2001). Construindo o conceito de competência. Revista de Administração Contemporânea, 5(spe), 183–196.

Gil, A. C. (2017). Como elaborar projetos de pesquisa (6. ed.). Atlas.

Graminho, M., et al. (2019). Uso de jogos didáticos no processo ensino-aprendizagem. [S. n.]. Disponível em: https://app.uff.br/riuff/bitstream/handle/1/15427/Uso%20de%20jogos%20did%C3%A1ticos%20no%20processo%20ensino-aprendizagem.pdf?sequence=1. Acesso em: 31 maio 2022.

Hofacker, C. F., et al. (2016). Gamification and Mobile Marketing Effectiveness. Journal of Interactive Marketing, 34, 25–36.

Hummel, H. G. K., et al. (2011). Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42(6), 1029–1041.

Janssen, M., Charalabidis, Y., & Zuiderwijk, A. (2012). Benefits, Adoption Barriers and Myths of Open Data and Open Government. Information Systems Management, 29(4), 258–268.

Kim, C., & Nam, K. Y. (2021a). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign.

Kim, C., & Nam, K. Y. (2021b). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign, 1–18.

Kleiman, F., et al. (2020). Changing civil servants’ behaviour concerning the opening of governmental data: evaluating the effect of a game by comparing civil servants’ intentions before and after a game intervention. International Review of Administrative Sciences, 002085232096221.

Kleiman, F. (2019). Engaging Governments in Open Data Policies through Gaming. In Proceedings of the 12th International Conference on Theory and Practice of Electronic Governance (pp. 461–464). ACM.

Kleiman, F., Meijer, S., & Janssen, M. (2020). A systematic literature review on the use of games for attitude change: Searching for factors influencing civil servants’ attitudes. International Journal of Electronic Government Research, 16(4), 1–20.

Kolb, D. (2000a). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolb, D. (2000b). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolek, L., Šisler, V., & Brom, C. (2019). Video Games and Attitude Change – Can We Reliably Measure This? The Challenges of Empirical Study Design. In (pp. 445–448).

Lewis, Z. H., Swartz, M. C., & Lyons, E. J. (2016). What’s the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal, 5(2), 93–99.

Machado, L., et al. (2013). A Design Research como método de pesquisa de Administração: Aplicações práticas e lições aprendidas. [S. n.].

Manson, N. (2006). Is operations research really research?. ORiON, 22(2).

Marques, J. B. V., & Freitas, D. de. (2018a). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Marques, J. B. V., & Freitas, D. de. (2018b). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Mayer, I. S. (2009a). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Mayer, I. S. (2009b). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Meijer, S. (2015a). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Meijer, S. (2015b). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Moine, L., & Jutraz. (2017a). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Moine, L., & Jutraz. (2017b). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Nascimento, A. M., & Silveira, D. S. da. (2017). A systematic mapping study on using social media for business process improvement. Computers in Human Behavior, 73, 670–675.

O’Connor, S., et al. (2017a). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency. Disponívelem: https://www.researchgate.net/publication/324080109.

O’Connor, S., et al. (2017b). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency Intelligent Room View project An Intelligent Educational Games Portal-Semsem Club View project Developing Gamified Elements to Influence Positive Behavioural Change towards Organisational Energy Efficiency. Disponível em: https://www.researchgate.net/publication/324080109.

Roever, L. (2020). Guia Prático de Revisão Sistemática e Metanálise. [s. l.].

Romero, M., Usart, M., & Ott, M. (2015). Can serious games contribute to developing and sustaining 21st century skills?. SAGE Publications Inc.

Sandberg, J. (2000). Understanding Human Competence at Work: An Interpretative ApproachSource: The Academy of Management Journal.

Santos, C. A., et al. (2017). Serious games in virtual environments for health teaching and learning. Revista da Rede de Enfermagem do Nordeste, 18(5), 702.

Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics, 71, 31–48.

Schmidt, R., Emmerich, K., & Schmidt, B. (2015). Applied Games – In Search of a New Definition. In (pp. 100–111).

Tranfield, D., Denyer, D., & Smart, P. (2003). Towards a Methodology for Developing Evidence-Informed Management Knowledge by Means of Systematic Review. British Journal of Management, 14(3), 207–222.

Vaishnavi, V., & Kuechler, B. (2005). DESIGN SCIENCE RESEARCH IN INFORMATION SYSTEMS.

Vazquez, A. C. S., & Ruas, R. L. (2012). Executive MBA programs: what do students perceive as value for their practices?. Revista de Administração Contemporânea, 16(2), 308–326.

Willems, J. (2020). Public servant stereotypes: It is not (at) all about being lazy, greedy and corrupt. Public Administration, 98(4), 807–823.Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215.

Bathke, D. J., et al. (2019a). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Bathke, D. J., et al. (2019b). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Burby, R. J. (2003). Making Plans that Matter: Citizen Involvement and Government Action. Journal of the American Planning Association, 69(1), 33–49.

Candido, R., et al. (2007). Revista da FAE Método Delphi-uma ferramenta para uso em Microempresas de Base Tecnológica Delphi Method: A tool for use in Technology Based Micro Enterprises. [S. l.: s. n.]. Disponível em: https://revistafae.fae.edu/revistafae/article/view/346/242. Acesso em: 30 maio 2022.

Carneiro, K. T. (2015). POR UMA MEMÓRIA DO JOGO: a presença do jogo na infância de octogenários e nonagenários. [S. n.].

Chen, H. M., & Chang, W. Y. (2010). The essence of the competence concept: Adopting an organization’s sustained competitive advantage viewpoint. Journal of Management & Organization, 16(5), 677–699.

Classe, T. M. de, Janssen, F., & Araujo, R. (2021). VAPBr: Values in Digital Games for Public Service in Brazil. International Journal of Serious Games, 8(4), 25–48.

Coimbra Costa, L. F. (2016). GAMIFICAÇÃO: REGRAS CLARAS PARA UMA GESTÃO PÚBLICA ORIENTADA A RESULTADOS. [S. n.].

Costa, R. M. da, & Silva, J. V. V. M. da. (2014). DESIGN RESEARCH É UMA METODOLOGIA DE APLICAÇÃO PRÁTICA? REGINA MARIA DA COSTA. [S. n.].

Costa, A. B., & Zoltowski, A. P. C. (2014). Como escrever um artigo de revisão sistemática. Manual de produção científica, 1, 55–70.

Deterding, S., et al. (2011). Gamification: Toward a definition. [s. l.].

Everling, M., & Mont’Alvão, C. R. (2019). A Técnica Delphi e Análise de Conteúdo como Estratégias de Obtenção do Consenso em dinâmicas de design participativo. Design e Tecnologia, 9(19), 18–28.

Fleury, M. T. L., & Fleury, A. (2001). Construindo o conceito de competência. Revista de Administração Contemporânea, 5(spe), 183–196.

Gil, A. C. (2017). Como elaborar projetos de pesquisa (6. ed.). Atlas.

Graminho, M., et al. (2019). Uso de jogos didáticos no processo ensino-aprendizagem. [S. n.]. Disponível em: https://app.uff.br/riuff/bitstream/handle/1/15427/Uso%20de%20jogos%20did%C3%A1ticos%20no%20processo%20ensino-aprendizagem.pdf?sequence=1. Acesso em: 31 maio 2022.

Hofacker, C. F., et al. (2016). Gamification and Mobile Marketing Effectiveness. Journal of Interactive Marketing, 34, 25–36.

Hummel, H. G. K., et al. (2011). Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42(6), 1029–1041.

Janssen, M., Charalabidis, Y., & Zuiderwijk, A. (2012). Benefits, Adoption Barriers and Myths of Open Data and Open Government. Information Systems Management, 29(4), 258–268.

Kim, C., & Nam, K. Y. (2021a). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign.

Kim, C., & Nam, K. Y. (2021b). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign, 1–18.

Kleiman, F., et al. (2020). Changing civil servants’ behaviour concerning the opening of governmental data: evaluating the effect of a game by comparing civil servants’ intentions before and after a game intervention. International Review of Administrative Sciences, 002085232096221.

Kleiman, F. (2019). Engaging Governments in Open Data Policies through Gaming. In Proceedings of the 12th International Conference on Theory and Practice of Electronic Governance (pp. 461–464). ACM.

Kleiman, F., Meijer, S., & Janssen, M. (2020). A systematic literature review on the use of games for attitude change: Searching for factors influencing civil servants’ attitudes. International Journal of Electronic Government Research, 16(4), 1–20.

Kolb, D. (2000a). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolb, D. (2000b). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolek, L., Šisler, V., & Brom, C. (2019). Video Games and Attitude Change – Can We Reliably Measure This? The Challenges of Empirical Study Design. In (pp. 445–448).

Lewis, Z. H., Swartz, M. C., & Lyons, E. J. (2016). What’s the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal, 5(2), 93–99.

Machado, L., et al. (2013). A Design Research como método de pesquisa de Administração: Aplicações práticas e lições aprendidas. [S. n.].

Manson, N. (2006). Is operations research really research?. ORiON, 22(2).

Marques, J. B. V., & Freitas, D. de. (2018a). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Marques, J. B. V., & Freitas, D. de. (2018b). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Mayer, I. S. (2009a). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Mayer, I. S. (2009b). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Meijer, S. (2015a). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Meijer, S. (2015b). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Moine, L., & Jutraz. (2017a). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Moine, L., & Jutraz. (2017b). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Nascimento, A. M., & Silveira, D. S. da. (2017). A systematic mapping study on using social media for business process improvement. Computers in Human Behavior, 73, 670–675.

O’Connor, S., et al. (2017a). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency. Disponívelem: https://www.researchgate.net/publication/324080109.

O’Connor, S., et al. (2017b). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency Intelligent Room View project An Intelligent Educational Games Portal-Semsem Club View project Developing Gamified Elements to Influence Positive Behavioural Change towards Organisational Energy Efficiency. Disponível em: https://www.researchgate.net/publication/324080109.

Roever, L. (2020). Guia Prático de Revisão Sistemática e Metanálise. [s. l.].

Romero, M., Usart, M., & Ott, M. (2015). Can serious games contribute to developing and sustaining 21st century skills?. SAGE Publications Inc.

Sandberg, J. (2000). Understanding Human Competence at Work: An Interpretative ApproachSource: The Academy of Management Journal.

Santos, C. A., et al. (2017). Serious games in virtual environments for health teaching and learning. Revista da Rede de Enfermagem do Nordeste, 18(5), 702.

Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics, 71, 31–48.

Schmidt, R., Emmerich, K., & Schmidt, B. (2015). Applied Games – In Search of a New Definition. In (pp. 100–111).

Tranfield, D., Denyer, D., & Smart, P. (2003). Towards a Methodology for Developing Evidence-Informed Management Knowledge by Means of Systematic Review. British Journal of Management, 14(3), 207–222.

Vaishnavi, V., & Kuechler, B. (2005). DESIGN SCIENCE RESEARCH IN INFORMATION SYSTEMS.

Vazquez, A. C. S., & Ruas, R. L. (2012). Executive MBA programs: what do students perceive as value for their practices?. Revista de Administração Contemporânea, 16(2), 308–326.

Willems, J. (2020). Public servant stereotypes: It is not (at) all about being lazy, greedy and corrupt. Public Administration, 98(4), 807–823.Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215.

Bathke, D. J., et al. (2019a). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Bathke, D. J., et al. (2019b). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Burby, R. J. (2003). Making Plans that Matter: Citizen Involvement and Government Action. Journal of the American Planning Association, 69(1), 33–49.

Candido, R., et al. (2007). Revista da FAE Método Delphi-uma ferramenta para uso em Microempresas de Base Tecnológica Delphi Method: A tool for use in Technology Based Micro Enterprises. [S. l.: s. n.]. Disponível em: https://revistafae.fae.edu/revistafae/article/view/346/242. Acesso em: 30 maio 2022.

Carneiro, K. T. (2015). POR UMA MEMÓRIA DO JOGO: a presença do jogo na infância de octogenários e nonagenários. [S. n.].

Chen, H. M., & Chang, W. Y. (2010). The essence of the competence concept: Adopting an organization’s sustained competitive advantage viewpoint. Journal of Management & Organization, 16(5), 677–699.

Classe, T. M. de, Janssen, F., & Araujo, R. (2021). VAPBr: Values in Digital Games for Public Service in Brazil. International Journal of Serious Games, 8(4), 25–48.

Coimbra Costa, L. F. (2016). GAMIFICAÇÃO: REGRAS CLARAS PARA UMA GESTÃO PÚBLICA ORIENTADA A RESULTADOS. [S. n.].

Costa, R. M. da, & Silva, J. V. V. M. da. (2014). DESIGN RESEARCH É UMA METODOLOGIA DE APLICAÇÃO PRÁTICA? REGINA MARIA DA COSTA. [S. n.].

Costa, A. B., & Zoltowski, A. P. C. (2014). Como escrever um artigo de revisão sistemática. Manual de produção científica, 1, 55–70.

Deterding, S., et al. (2011). Gamification: Toward a definition. [s. l.].

Everling, M., & Mont’Alvão, C. R. (2019). A Técnica Delphi e Análise de Conteúdo como Estratégias de Obtenção do Consenso em dinâmicas de design participativo. Design e Tecnologia, 9(19), 18–28.

Fleury, M. T. L., & Fleury, A. (2001). Construindo o conceito de competência. Revista de Administração Contemporânea, 5(spe), 183–196.

Gil, A. C. (2017). Como elaborar projetos de pesquisa (6. ed.). Atlas.

Graminho, M., et al. (2019). Uso de jogos didáticos no processo ensino-aprendizagem. [S. n.]. Disponível em: https://app.uff.br/riuff/bitstream/handle/1/15427/Uso%20de%20jogos%20did%C3%A1ticos%20no%20processo%20ensino-aprendizagem.pdf?sequence=1. Acesso em: 31 maio 2022.

Hofacker, C. F., et al. (2016). Gamification and Mobile Marketing Effectiveness. Journal of Interactive Marketing, 34, 25–36.

Hummel, H. G. K., et al. (2011). Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42(6), 1029–1041.

Janssen, M., Charalabidis, Y., & Zuiderwijk, A. (2012). Benefits, Adoption Barriers and Myths of Open Data and Open Government. Information Systems Management, 29(4), 258–268.

Kim, C., & Nam, K. Y. (2021a). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign.

Kim, C., & Nam, K. Y. (2021b). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign, 1–18.

Kleiman, F., et al. (2020). Changing civil servants’ behaviour concerning the opening of governmental data: evaluating the effect of a game by comparing civil servants’ intentions before and after a game intervention. International Review of Administrative Sciences, 002085232096221.

Kleiman, F. (2019). Engaging Governments in Open Data Policies through Gaming. In Proceedings of the 12th International Conference on Theory and Practice of Electronic Governance (pp. 461–464). ACM.

Kleiman, F., Meijer, S., & Janssen, M. (2020). A systematic literature review on the use of games for attitude change: Searching for factors influencing civil servants’ attitudes. International Journal of Electronic Government Research, 16(4), 1–20.

Kolb, D. (2000a). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolb, D. (2000b). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolek, L., Šisler, V., & Brom, C. (2019). Video Games and Attitude Change – Can We Reliably Measure This? The Challenges of Empirical Study Design. In (pp. 445–448).

Lewis, Z. H., Swartz, M. C., & Lyons, E. J. (2016). What’s the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal, 5(2), 93–99.

Machado, L., et al. (2013). A Design Research como método de pesquisa de Administração: Aplicações práticas e lições aprendidas. [S. n.].

Manson, N. (2006). Is operations research really research?. ORiON, 22(2).

Marques, J. B. V., & Freitas, D. de. (2018a). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Marques, J. B. V., & Freitas, D. de. (2018b). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Mayer, I. S. (2009a). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Mayer, I. S. (2009b). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Meijer, S. (2015a). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Meijer, S. (2015b). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Moine, L., & Jutraz. (2017a). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Moine, L., & Jutraz. (2017b). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Nascimento, A. M., & Silveira, D. S. da. (2017). A systematic mapping study on using social media for business process improvement. Computers in Human Behavior, 73, 670–675.

O’Connor, S., et al. (2017a). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency. Disponívelem: https://www.researchgate.net/publication/324080109.

O’Connor, S., et al. (2017b). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency Intelligent Room View project An Intelligent Educational Games Portal-Semsem Club View project Developing Gamified Elements to Influence Positive Behavioural Change towards Organisational Energy Efficiency. Disponível em: https://www.researchgate.net/publication/324080109.

Roever, L. (2020). Guia Prático de Revisão Sistemática e Metanálise. [s. l.].

Romero, M., Usart, M., & Ott, M. (2015). Can serious games contribute to developing and sustaining 21st century skills?. SAGE Publications Inc.

Sandberg, J. (2000). Understanding Human Competence at Work: An Interpretative ApproachSource: The Academy of Management Journal.

Santos, C. A., et al. (2017). Serious games in virtual environments for health teaching and learning. Revista da Rede de Enfermagem do Nordeste, 18(5), 702.

Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics, 71, 31–48.

Schmidt, R., Emmerich, K., & Schmidt, B. (2015). Applied Games – In Search of a New Definition. In (pp. 100–111).

Tranfield, D., Denyer, D., & Smart, P. (2003). Towards a Methodology for Developing Evidence-Informed Management Knowledge by Means of Systematic Review. British Journal of Management, 14(3), 207–222.

Vaishnavi, V., & Kuechler, B. (2005). DESIGN SCIENCE RESEARCH IN INFORMATION SYSTEMS.

Vazquez, A. C. S., & Ruas, R. L. (2012). Executive MBA programs: what do students perceive as value for their practices?. Revista de Administração Contemporânea, 16(2), 308–326.

Willems, J. (2020). Public servant stereotypes: It is not (at) all about being lazy, greedy and corrupt. Public Administration, 98(4), 807–823.Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215.

Bathke, D. J., et al. (2019a). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Bathke, D. J., et al. (2019b). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Burby, R. J. (2003). Making Plans that Matter: Citizen Involvement and Government Action. Journal of the American Planning Association, 69(1), 33–49.

Candido, R., et al. (2007). Revista da FAE Método Delphi-uma ferramenta para uso em Microempresas de Base Tecnológica Delphi Method: A tool for use in Technology Based Micro Enterprises. [S. l.: s. n.]. Disponível em: https://revistafae.fae.edu/revistafae/article/view/346/242. Acesso em: 30 maio 2022.

Carneiro, K. T. (2015). POR UMA MEMÓRIA DO JOGO: a presença do jogo na infância de octogenários e nonagenários. [S. n.].

Chen, H. M., & Chang, W. Y. (2010). The essence of the competence concept: Adopting an organization’s sustained competitive advantage viewpoint. Journal of Management & Organization, 16(5), 677–699.

Classe, T. M. de, Janssen, F., & Araujo, R. (2021). VAPBr: Values in Digital Games for Public Service in Brazil. International Journal of Serious Games, 8(4), 25–48.

Coimbra Costa, L. F. (2016). GAMIFICAÇÃO: REGRAS CLARAS PARA UMA GESTÃO PÚBLICA ORIENTADA A RESULTADOS. [S. n.].

Costa, R. M. da, & Silva, J. V. V. M. da. (2014). DESIGN RESEARCH É UMA METODOLOGIA DE APLICAÇÃO PRÁTICA? REGINA MARIA DA COSTA. [S. n.].

Costa, A. B., & Zoltowski, A. P. C. (2014). Como escrever um artigo de revisão sistemática. Manual de produção científica, 1, 55–70.

Deterding, S., et al. (2011). Gamification: Toward a definition. [s. l.].

Everling, M., & Mont’Alvão, C. R. (2019). A Técnica Delphi e Análise de Conteúdo como Estratégias de Obtenção do Consenso em dinâmicas de design participativo. Design e Tecnologia, 9(19), 18–28.

Fleury, M. T. L., & Fleury, A. (2001). Construindo o conceito de competência. Revista de Administração Contemporânea, 5(spe), 183–196.

Gil, A. C. (2017). Como elaborar projetos de pesquisa (6. ed.). Atlas.

Graminho, M., et al. (2019). Uso de jogos didáticos no processo ensino-aprendizagem. [S. n.]. Disponível em: https://app.uff.br/riuff/bitstream/handle/1/15427/Uso%20de%20jogos%20did%C3%A1ticos%20no%20processo%20ensino-aprendizagem.pdf?sequence=1. Acesso em: 31 maio 2022.

Hofacker, C. F., et al. (2016). Gamification and Mobile Marketing Effectiveness. Journal of Interactive Marketing, 34, 25–36.

Hummel, H. G. K., et al. (2011). Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42(6), 1029–1041.

Janssen, M., Charalabidis, Y., & Zuiderwijk, A. (2012). Benefits, Adoption Barriers and Myths of Open Data and Open Government. Information Systems Management, 29(4), 258–268.

Kim, C., & Nam, K. Y. (2021a). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign.

Kim, C., & Nam, K. Y. (2021b). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign, 1–18.

Kleiman, F., et al. (2020). Changing civil servants’ behaviour concerning the opening of governmental data: evaluating the effect of a game by comparing civil servants’ intentions before and after a game intervention. International Review of Administrative Sciences, 002085232096221.

Kleiman, F. (2019). Engaging Governments in Open Data Policies through Gaming. In Proceedings of the 12th International Conference on Theory and Practice of Electronic Governance (pp. 461–464). ACM.

Kleiman, F., Meijer, S., & Janssen, M. (2020). A systematic literature review on the use of games for attitude change: Searching for factors influencing civil servants’ attitudes. International Journal of Electronic Government Research, 16(4), 1–20.

Kolb, D. (2000a). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolb, D. (2000b). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolek, L., Šisler, V., & Brom, C. (2019). Video Games and Attitude Change – Can We Reliably Measure This? The Challenges of Empirical Study Design. In (pp. 445–448).

Lewis, Z. H., Swartz, M. C., & Lyons, E. J. (2016). What’s the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal, 5(2), 93–99.

Machado, L., et al. (2013). A Design Research como método de pesquisa de Administração: Aplicações práticas e lições aprendidas. [S. n.].

Manson, N. (2006). Is operations research really research?. ORiON, 22(2).

Marques, J. B. V., & Freitas, D. de. (2018a). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Marques, J. B. V., & Freitas, D. de. (2018b). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Mayer, I. S. (2009a). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Mayer, I. S. (2009b). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Meijer, S. (2015a). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Meijer, S. (2015b). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Moine, L., & Jutraz. (2017a). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Moine, L., & Jutraz. (2017b). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Nascimento, A. M., & Silveira, D. S. da. (2017). A systematic mapping study on using social media for business process improvement. Computers in Human Behavior, 73, 670–675.

O’Connor, S., et al. (2017a). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency. Disponívelem: https://www.researchgate.net/publication/324080109.

O’Connor, S., et al. (2017b). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency Intelligent Room View project An Intelligent Educational Games Portal-Semsem Club View project Developing Gamified Elements to Influence Positive Behavioural Change towards Organisational Energy Efficiency. Disponível em: https://www.researchgate.net/publication/324080109.

Roever, L. (2020). Guia Prático de Revisão Sistemática e Metanálise. [s. l.].

Romero, M., Usart, M., & Ott, M. (2015). Can serious games contribute to developing and sustaining 21st century skills?. SAGE Publications Inc.

Sandberg, J. (2000). Understanding Human Competence at Work: An Interpretative ApproachSource: The Academy of Management Journal.

Santos, C. A., et al. (2017). Serious games in virtual environments for health teaching and learning. Revista da Rede de Enfermagem do Nordeste, 18(5), 702.

Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics, 71, 31–48.

Schmidt, R., Emmerich, K., & Schmidt, B. (2015). Applied Games – In Search of a New Definition. In (pp. 100–111).

Tranfield, D., Denyer, D., & Smart, P. (2003). Towards a Methodology for Developing Evidence-Informed Management Knowledge by Means of Systematic Review. British Journal of Management, 14(3), 207–222.

Vaishnavi, V., & Kuechler, B. (2005). DESIGN SCIENCE RESEARCH IN INFORMATION SYSTEMS.

Vazquez, A. C. S., & Ruas, R. L. (2012). Executive MBA programs: what do students perceive as value for their practices?. Revista de Administração Contemporânea, 16(2), 308–326.

Willems, J. (2020). Public servant stereotypes: It is not (at) all about being lazy, greedy and corrupt. Public Administration, 98(4), 807–823.Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215.

Bathke, D. J., et al. (2019a). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Bathke, D. J., et al. (2019b). Using Serious Games to Facilitate Collaborative Water Management Planning Under Climate Extremes. Journal of Contemporary Water Research & Education, 167(1), 50–67.

Burby, R. J. (2003). Making Plans that Matter: Citizen Involvement and Government Action. Journal of the American Planning Association, 69(1), 33–49.

Candido, R., et al. (2007). Revista da FAE Método Delphi-uma ferramenta para uso em Microempresas de Base Tecnológica Delphi Method: A tool for use in Technology Based Micro Enterprises. [S. l.: s. n.]. Disponível em: https://revistafae.fae.edu/revistafae/article/view/346/242. Acesso em: 30 maio 2022.

Carneiro, K. T. (2015). POR UMA MEMÓRIA DO JOGO: a presença do jogo na infância de octogenários e nonagenários. [S. n.].

Chen, H. M., & Chang, W. Y. (2010). The essence of the competence concept: Adopting an organization’s sustained competitive advantage viewpoint. Journal of Management & Organization, 16(5), 677–699.

Classe, T. M. de, Janssen, F., & Araujo, R. (2021). VAPBr: Values in Digital Games for Public Service in Brazil. International Journal of Serious Games, 8(4), 25–48.

Coimbra Costa, L. F. (2016). GAMIFICAÇÃO: REGRAS CLARAS PARA UMA GESTÃO PÚBLICA ORIENTADA A RESULTADOS. [S. n.].

Costa, R. M. da, & Silva, J. V. V. M. da. (2014). DESIGN RESEARCH É UMA METODOLOGIA DE APLICAÇÃO PRÁTICA? REGINA MARIA DA COSTA. [S. n.].

Costa, A. B., & Zoltowski, A. P. C. (2014). Como escrever um artigo de revisão sistemática. Manual de produção científica, 1, 55–70.

Deterding, S., et al. (2011). Gamification: Toward a definition. [s. l.].

Everling, M., & Mont’Alvão, C. R. (2019). A Técnica Delphi e Análise de Conteúdo como Estratégias de Obtenção do Consenso em dinâmicas de design participativo. Design e Tecnologia, 9(19), 18–28.

Fleury, M. T. L., & Fleury, A. (2001). Construindo o conceito de competência. Revista de Administração Contemporânea, 5(spe), 183–196.

Gil, A. C. (2017). Como elaborar projetos de pesquisa (6. ed.). Atlas.

Graminho, M., et al. (2019). Uso de jogos didáticos no processo ensino-aprendizagem. [S. n.]. Disponível em: https://app.uff.br/riuff/bitstream/handle/1/15427/Uso%20de%20jogos%20did%C3%A1ticos%20no%20processo%20ensino-aprendizagem.pdf?sequence=1. Acesso em: 31 maio 2022.

Hofacker, C. F., et al. (2016). Gamification and Mobile Marketing Effectiveness. Journal of Interactive Marketing, 34, 25–36.

Hummel, H. G. K., et al. (2011). Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42(6), 1029–1041.

Janssen, M., Charalabidis, Y., & Zuiderwijk, A. (2012). Benefits, Adoption Barriers and Myths of Open Data and Open Government. Information Systems Management, 29(4), 258–268.

Kim, C., & Nam, K. Y. (2021a). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign.

Kim, C., & Nam, K. Y. (2021b). Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design. CoDesign, 1–18.

Kleiman, F., et al. (2020). Changing civil servants’ behaviour concerning the opening of governmental data: evaluating the effect of a game by comparing civil servants’ intentions before and after a game intervention. International Review of Administrative Sciences, 002085232096221.

Kleiman, F. (2019). Engaging Governments in Open Data Policies through Gaming. In Proceedings of the 12th International Conference on Theory and Practice of Electronic Governance (pp. 461–464). ACM.

Kleiman, F., Meijer, S., & Janssen, M. (2020). A systematic literature review on the use of games for attitude change: Searching for factors influencing civil servants’ attitudes. International Journal of Electronic Government Research, 16(4), 1–20.

Kolb, D. (2000a). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolb, D. (2000b). The Process of Experiential Learning. In STRATEGIC LEARNING IN A KNOWLEDGE ECONOMY (pp. 313–331). Elsevier.

Kolek, L., Šisler, V., & Brom, C. (2019). Video Games and Attitude Change – Can We Reliably Measure This? The Challenges of Empirical Study Design. In (pp. 445–448).

Lewis, Z. H., Swartz, M. C., & Lyons, E. J. (2016). What’s the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal, 5(2), 93–99.

Machado, L., et al. (2013). A Design Research como método de pesquisa de Administração: Aplicações práticas e lições aprendidas. [S. n.].

Manson, N. (2006). Is operations research really research?. ORiON, 22(2).

Marques, J. B. V., & Freitas, D. de. (2018a). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Marques, J. B. V., & Freitas, D. de. (2018b). Método DELPHI: caracterização e potencialidades na pesquisa em Educação. Pro-Posições, 29(2), 389–415.

Mayer, I. S. (2009a). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Mayer, I. S. (2009b). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862.

Meijer, S. (2015a). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Meijer, S. (2015b). The Power of Sponges. Simulation & Gaming, 46(5), 512–535.

Moine, L., & Jutraz. (2017a). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Moine, L., & Jutraz. (2017b). Immersion creating engagement in urban planning and redesign. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1–8). IEEE.

Nascimento, A. M., & Silveira, D. S. da. (2017). A systematic mapping study on using social media for business process improvement. Computers in Human Behavior, 73, 670–675.

O’Connor, S., et al. (2017a). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency. Disponívelem: https://www.researchgate.net/publication/324080109.

O’Connor, S., et al. (2017b). Developing Gamified Elements to Influence Positive Behavioural Change Towards Organisational Energy Efficiency Intelligent Room View project An Intelligent Educational Games Portal-Semsem Club View project Developing Gamified Elements to Influence Positive Behavioural Change towards Organisational Energy Efficiency. Disponível em: https://www.researchgate.net/publication/324080109.

Roever, L. (2020). Guia Prático de Revisão Sistemática e Metanálise. [s. l.].

Romero, M., Usart, M., & Ott, M. (2015). Can serious games contribute to developing and sustaining 21st century skills?. SAGE Publications Inc.

Sandberg, J. (2000). Understanding Human Competence at Work: An Interpretative ApproachSource: The Academy of Management Journal.

Santos, C. A., et al. (2017). Serious games in virtual environments for health teaching and learning. Revista da Rede de Enfermagem do Nordeste, 18(5), 702.

Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics, 71, 31–48.

Schmidt, R., Emmerich, K., & Schmidt, B. (2015). Applied Games – In Search of a New Definition. In (pp. 100–111).

Tranfield, D., Denyer, D., & Smart, P. (2003). Towards a Methodology for Developing Evidence-Informed Management Knowledge by Means of Systematic Review. British Journal of Management, 14(3), 207–222.

Vaishnavi, V., & Kuechler, B. (2005). DESIGN SCIENCE RESEARCH IN INFORMATION SYSTEMS.

Vazquez, A. C. S., & Ruas, R. L. (2012). Executive MBA programs: what do students perceive as value for their practices?. Revista de Administração Contemporânea, 16(2), 308–326.

Willems, J. (2020). Public servant stereotypes: It is not (at) all about being lazy, greedy and corrupt. Public Administration, 98(4), 807–823.

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2025-05-27

Como Citar

Oliveira, I. D. de A. C. de, Souza, A. P. C. de, & Nascimento, A. M. (2025). Mudança de atitude de servidores públicos através de elementos de gamificação: uma revisão sistemática. Práticas De Administração Pública, 9, e88397. https://doi.org/10.5902/2526629288397