A Gamified Mobile Application to support Societal Participation of Youth of Different Cultures in Finland
Kumar, Vinod (2023)
Kumar, Vinod
2023
Master's Programme in Human-Technology Interaction
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2023-02-17
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202302062069
https://urn.fi/URN:NBN:fi:tuni-202302062069
Tiivistelmä
Youth are always the major stakeholders of society, and they should be taught about the value of society as they are the future of every society. Country like Finland, where a significant population is of internationals, it is important to have more societal participation of youth for the right development of society and country. Although Finnish youth is the key stakeholder of this society but participation of youth of other backgrounds also has the significant value. It is significant to mention that previous studies have shown that Finnish youth are facing the challenges of societal participation due to lack of information, lack of social integration and lack of interest. Youth of age 16-25 from different backgrounds including Asian, Finnish, and European were invited to discover the reasons and challenges for societal participation.
The study has determined the challenges of social integration which includes shy nature of Finnish citizens, differences of language, lack of interest and lack of information about system and society. Gamification is an effective approach which is majorly appreciated by youth, and it could help in learning new concepts. Therefore, to support the youth in social integration and societal participation, the study has suggested a gamified mobile application which gives the opportunity to youth to integrate and to get information about societal participation with attracting gamified elements. Furthermore, mentorship could be the motivation and a way of attraction for youth in societal participation as they are facing the challenges of lack of information, shy nature and hesitance due to difference of cultures.
The study has determined the challenges of social integration which includes shy nature of Finnish citizens, differences of language, lack of interest and lack of information about system and society. Gamification is an effective approach which is majorly appreciated by youth, and it could help in learning new concepts. Therefore, to support the youth in social integration and societal participation, the study has suggested a gamified mobile application which gives the opportunity to youth to integrate and to get information about societal participation with attracting gamified elements. Furthermore, mentorship could be the motivation and a way of attraction for youth in societal participation as they are facing the challenges of lack of information, shy nature and hesitance due to difference of cultures.