Use Of Gamification For Helping Cure Political Alienation

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Use of Gamification for helping cure Political Alienation 1. Introduction The relationship between a society and its political system can be inferred on the basis of either the political-support received by the society, or the reverse of it, political-alienation by the society (Borre, 2000). The concept of ‘Political Alienation’ goes back to 1960. The range of activities chosen by the alienator could range from social or political violence to conscious or subconscious withdrawal or even being indifferent in context to politics (Nachmias, 1974). An alienator can express their view in various forms, usually by getting involved in a participation or withdrawal (ibid). Mahnic (2014) argues that political alienation has been recognised as a common characteristic of the modern multi-cultural and cosmopolitan society. It is mostly seen in the younger population and hence, in order to cure ‘Political Alienation’, an approach has to be followed that appeals to them. A number of studies indicate that the youth participation in context to voting is steadily declining (Dermody et al., 2010). Mahnic (2014) emphasises that there is a significant correlation between one’s behaviour with respect to ‘gaming’ and in ‘actual’ life. In addition to that, economist Jeremy Rifkin also believes that ‘play’ is becoming as important for the cultural-economy as work it is for industry-economy. ‘Play’ has become an integral part of people’s life. “The more we learn to enjoy serving epic causes in game

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