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Gaming and simulation for transforming and reengineering government: Towards a research agenda

机译:游戏和模拟,用于政府的转型和再造:迈向研究议程

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Purpose – In the process of transformation, governments have to deal with a host of stakeholders and complex organizational and technical issues. In this viewpoint paper, an argument is made in favour of using gaming and simulation as tools designed to aid the transformation and reengineering of government. Based on the argument, a research agenda is proposed. Design/methodology/approach – The approach taken is a combination of literature research, argumentation and illustrations. Findings – Simulation and gaming have the potential to be used to activate and involve stakeholders at all layers of government in transformational efforts. These tools should be closely connected to visualization and interaction options, to facilitate communication and participation. Because the various stakeholders involved have different views and different approaches, it is both necessary and difficult to involve them in identifying problems and developing solutions. Given the considerable potential of these tools, more research is needed on the use and development of participative simulation and gaming tools. Research limitations/implications – Although gaming and simulation have been used in many domains, they have yet to be tried in the area of e-government. More research is needed into the instruments that can help governments in their transformation processes. Practical implications – E-government projects should be supported by tools such as gaming and simulation to facilitate the participation, involvement of and communication among the various relevant stakeholders, to create a shared understanding of the problems and of future scenarios. Originality/value – The primary value of this viewpoint lies in the analysis of the potential opportunities of gaming and simulation in terms of transforming and reengineering government and the research agenda that follows from this analysis.
机译:目的–在转型过程中,政府必须应对众多利益相关者以及复杂的组织和技术问题。在这篇观点文件中,有人主张使用游戏和模拟作为旨在帮助政府转型和重新设计的工具。基于这一论点,提出了研究议程。设计/方法/方法–所采用的方法是文献研究,论证和插图的结合。调查结果–模拟和游戏有潜力被用于激活政府各阶层的利益相关者并使他们参与到转型工作中。这些工具应与可视化和交互选项紧密相连,以促进沟通和参与。由于涉及的各个利益相关者具有不同的观点和不同的方法,因此让他们参与发现问题和制定解决方案既有必要也很困难。鉴于这些工具的巨大潜力,需要对参与式仿真和游戏工具的使用和开发进行更多的研究。研究的局限性/意义–尽管游戏和模拟已在许多领域中使用,但尚未在电子政务领域进行尝试。需要对工具进行更多研究,以帮助政府进行转型。实际意义–电子政务项目应得到游戏和模拟等工具的支持,以促进各个相关利益相关者的参与,参与和沟通,以建立对问题和未来情景的共识。原创性/价值–这种观点的主要价值在于,根据政府的转型和再造,对博弈和模拟的潜在机会进行分析,并从该分析中得出研究议程。

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