The next generation of voting advice applications

Detalhes bibliográficos
Autor(a) principal: Lehmann, Frank Simon
Data de Publicação: 2021
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.14/38012
Resumo: The Political Engagement of citizens between 14-30 has been declining in the last decades due to a transition of their needs in comparison to older generations. However, the popularity of Voting Advice Applications (VAA’s) as a tool to prepare for elections. Nevertheless, little is known about the potential of VAA’s outside of the context of elections as a new way for young citizens to become more politically engaged. Therefore, this study aims to 1) gain a better understand of the ways that young citizens inform themselves, 2) create a Value Proposition based on VAA principles, 3) research the acceptance and use of the Value Proposition, 4) test the effect of Gamification and 5) and determine the product-market fit. For this purpose, 20 interviews were conducted based on the Value Proposition Framework and a quantitative study was conducted by means of an online survey. The quantitative research framework is based on the Technology Acceptance model (TAM) which was extended to fit the context of VAA’s. In addition, an experiment was used to test the effect of Gamification. The results indicate that VAA’s have potential in the Dutch, Swiss and German market to be used outside of elections. Further, this research shows that young, disengaged, Social Media users have the most Behavioral Intention (BI). Moreover, Perceived Trustworthiness (PTW) and Perceive Enjoyment (PE) are significant determinants of acceptance and use. Lastly, this research shows that Gamification does not significantly contribute to a positive perception of The Next Generation of Voting Advice Applications.
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spelling The next generation of voting advice applicationsVoting advice applicationsE-participationGamificationTAM-modelAplicações de conselhos de votoE-participaçãoGamificaçãoModelo TAMDomínio/Área Científica::Ciências Sociais::Economia e GestãoThe Political Engagement of citizens between 14-30 has been declining in the last decades due to a transition of their needs in comparison to older generations. However, the popularity of Voting Advice Applications (VAA’s) as a tool to prepare for elections. Nevertheless, little is known about the potential of VAA’s outside of the context of elections as a new way for young citizens to become more politically engaged. Therefore, this study aims to 1) gain a better understand of the ways that young citizens inform themselves, 2) create a Value Proposition based on VAA principles, 3) research the acceptance and use of the Value Proposition, 4) test the effect of Gamification and 5) and determine the product-market fit. For this purpose, 20 interviews were conducted based on the Value Proposition Framework and a quantitative study was conducted by means of an online survey. The quantitative research framework is based on the Technology Acceptance model (TAM) which was extended to fit the context of VAA’s. In addition, an experiment was used to test the effect of Gamification. The results indicate that VAA’s have potential in the Dutch, Swiss and German market to be used outside of elections. Further, this research shows that young, disengaged, Social Media users have the most Behavioral Intention (BI). Moreover, Perceived Trustworthiness (PTW) and Perceive Enjoyment (PE) are significant determinants of acceptance and use. Lastly, this research shows that Gamification does not significantly contribute to a positive perception of The Next Generation of Voting Advice Applications.O Envolvimento Político dos cidadãos entre 14-30 tem vindo a diminuir nas últimas décadas devido a uma transição das suas necessidades em comparação com as gerações mais velhas. No entanto, a popularidade das Aplicações de Conselhos de Voto (VAA's) como instrumento de preparação para eleições. No entanto, pouco se sabe sobre o potencial dos VAA's fora do contexto eleitoral como uma nova forma de os jovens cidadãos se envolverem mais politicamente. Portanto, este estudo visa 1) compreender melhor as formas como os jovens cidadãos se informam, 2) criar uma Proposta de Valor baseada nos princípios VAA, 3) investigar a aceitação e utilização da Proposta de Valor, 4) testar o efeito da Gamificação e 5) e determinar a adequação do produto ao mercado. Para este efeito, foram realizadas 20 entrevistas e um estudo quantitativo por meio de um inquérito em linha. O quadro quantitativo de investigação baseia-se no modelo Technology Acceptance (TAM) que foi alargado para se adaptar ao contexto dos VAA's. Além disso, foi utilizada uma experiência para testar o efeito da Gamificação. Os resultados indicam que os VAA's têm potencial no mercado holandês, suíço e alemão para serem utilizados fora das eleições. Além disso, esta pesquisa mostra que os utilizadores jovens, desvinculados, dos Social Media têm a maior Intenção Comportamental. Além disso, a percebido fidedignidade e o percebido divertimentot são determinantes significativos da aceitação e utilização. Finalmente, esta investigação mostra que a Gamificação não contribui significativamente para uma percepção positiva da Próxima Geração de Aplicações de Conselhos de Voto.Salvado, João CotterVeritati - Repositório Institucional da Universidade Católica PortuguesaLehmann, Frank Simon2022-06-28T10:51:36Z2021-10-212021-092021-10-21T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.14/38012TID:202962830enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-07-12T17:43:31Zoai:repositorio.ucp.pt:10400.14/38012Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T18:30:58.789780Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv The next generation of voting advice applications
title The next generation of voting advice applications
spellingShingle The next generation of voting advice applications
Lehmann, Frank Simon
Voting advice applications
E-participation
Gamification
TAM-model
Aplicações de conselhos de voto
E-participação
Gamificação
Modelo TAM
Domínio/Área Científica::Ciências Sociais::Economia e Gestão
title_short The next generation of voting advice applications
title_full The next generation of voting advice applications
title_fullStr The next generation of voting advice applications
title_full_unstemmed The next generation of voting advice applications
title_sort The next generation of voting advice applications
author Lehmann, Frank Simon
author_facet Lehmann, Frank Simon
author_role author
dc.contributor.none.fl_str_mv Salvado, João Cotter
Veritati - Repositório Institucional da Universidade Católica Portuguesa
dc.contributor.author.fl_str_mv Lehmann, Frank Simon
dc.subject.por.fl_str_mv Voting advice applications
E-participation
Gamification
TAM-model
Aplicações de conselhos de voto
E-participação
Gamificação
Modelo TAM
Domínio/Área Científica::Ciências Sociais::Economia e Gestão
topic Voting advice applications
E-participation
Gamification
TAM-model
Aplicações de conselhos de voto
E-participação
Gamificação
Modelo TAM
Domínio/Área Científica::Ciências Sociais::Economia e Gestão
description The Political Engagement of citizens between 14-30 has been declining in the last decades due to a transition of their needs in comparison to older generations. However, the popularity of Voting Advice Applications (VAA’s) as a tool to prepare for elections. Nevertheless, little is known about the potential of VAA’s outside of the context of elections as a new way for young citizens to become more politically engaged. Therefore, this study aims to 1) gain a better understand of the ways that young citizens inform themselves, 2) create a Value Proposition based on VAA principles, 3) research the acceptance and use of the Value Proposition, 4) test the effect of Gamification and 5) and determine the product-market fit. For this purpose, 20 interviews were conducted based on the Value Proposition Framework and a quantitative study was conducted by means of an online survey. The quantitative research framework is based on the Technology Acceptance model (TAM) which was extended to fit the context of VAA’s. In addition, an experiment was used to test the effect of Gamification. The results indicate that VAA’s have potential in the Dutch, Swiss and German market to be used outside of elections. Further, this research shows that young, disengaged, Social Media users have the most Behavioral Intention (BI). Moreover, Perceived Trustworthiness (PTW) and Perceive Enjoyment (PE) are significant determinants of acceptance and use. Lastly, this research shows that Gamification does not significantly contribute to a positive perception of The Next Generation of Voting Advice Applications.
publishDate 2021
dc.date.none.fl_str_mv 2021-10-21
2021-09
2021-10-21T00:00:00Z
2022-06-28T10:51:36Z
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TID:202962830
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