Gianluca Sgueo about gamification and how it has potential to improve participation in democracies
Ep. 13

Gianluca Sgueo about gamification and how it has potential to improve participation in democracies

Episode description

Legal scholar and digital democracy expert Gianluca Sgueo explores how gamification can revitalize democratic participation. From his research on participatory democracy across different legal systems to real-world examples like the World Bank’s global crisis simulation game and Lima’s innovative pollution monitoring project, Sgueo discusses why traditional civic engagement is declining and how game design elements might re-engage citizens. He also examines the limitations of current approaches and envisions how technology could reshape democratic participation in the coming decades.

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0:00

Welcome to another episode of Democracy Innovators Podcast.

0:02

Our guest today is

0:05

Gianluca Sgueo. Thank you for

0:08

being here and for

0:10

your time. Thank you very much for

0:13

having me.

0:15

I can see from your experience

0:20

you have a lot of experience in

0:21

this field. I see

0:25

from your LinkedIn that you have

0:28

a description: digital transformation, democracy and global

0:31

affairs. But if I

0:34

go on your website,

0:35

I can see you really have

0:38

extensive experience and I honestly

0:39

don't know where to start.

0:42

So as a first question I would

0:46

like to ask you: when did you

0:48

first think that technology

0:52

could be a helpful tool

0:57

for democratic systems

0:59

and citizens?

1:05

Actually, I think I

1:09

have the kind of professional profile that

1:15

could be described as a hybrid

1:19

profile, which is not necessarily always

1:23

a good thing. Sometimes

1:24

you feel you

1:26

don't belong professionally to a specific field.

1:30

But I really think it's

1:33

my trademark - combining

1:36

different sectors. The sectors are technological

1:39

innovation, or if you prefer digital transition,

1:43

democratic participation,

1:44

and interest in representation as well,

1:51

all in a global sphere.

1:54

I'm telling you

1:57

this because my interest in technology,

2:00

academically speaking,

2:04

came later compared with my

2:07

interest in democracy. I am

2:11

a lawyer by education, so I

2:16

have a degree in law and one

2:19

in political sciences, or science of public

2:23

administration,

2:26

to be precise.

2:28

Then I enrolled in a PhD in

2:32

public and administrative law, and my PhD

2:35

thesis was about participatory mechanisms across

2:40

different legal systems: Italy,

2:46

a few European states, the European

2:50

Union,

2:52

and the United States. So I

2:54

compared how different systems

2:58

consult citizens

3:02

and engage them in policy-making.

3:06

My PhD was done between

3:09

2007

3:12

and 2010,

3:16

roughly.

3:19

So technologies were of course already there,

3:23

but if I go back and

3:25

read my thesis - actually my

3:27

thesis was published as a

3:30

book - my focus was not

3:34

on technology. Technology is there, there is

3:37

a little bit of it,

3:39

but the focus was about the globalization

3:41

of democracy. The title of the book

3:43

- it's an Italian book -

3:45

is

3:47

"Experiments with Global Democracy."

3:51

I was interested in that and

3:53

then little by little, after that period,

3:56

I realized that I

3:59

was exploring more and more the impact

4:04

of digital technology within

4:07

the mechanisms to

4:09

consult citizens. So the

4:14

balance between my interest

4:17

in democracy and my interest in technology

4:20

changed. I can say that

4:24

now I am still interested in

4:27

both, but I'm starting more from observing

4:30

the technology and how this technology is

4:34

changing the democratic sphere. So over

4:39

the years, technology has become more relevant

4:44

as an element of my analysis -

4:47

artificial intelligence, digital platforms,

4:51

and so on.

4:56

You mentioned participation, which is something that

4:59

is very interesting to me.

5:04

I think in our society

5:05

people do not really participate a lot.

5:08

I'm thinking about

5:12

gamification

5:13

as a way to help

5:16

citizens participate. I'm thinking about

5:19

gamification,

5:21

and I notice you've written a

5:22

book about this.

5:25

Correct. So yes,

5:29

I don't want to

5:33

make too many distinctions, but you know,

5:36

when you study democracy, when you

5:38

look at democracy, you at least learn

5:42

to distinguish between participatory democracy and

5:46

representative democracy. Both are

5:51

touched by the relevance of technology,

5:55

of course. But what I'm

5:57

interested in looking at is in particular

6:00

participatory democracy. I think both participatory

6:03

democracy and representative democracy - elections

6:07

in the latter case - are affected by

6:10

the same

6:11

critical elements. One

6:14

of these critical elements is the fact

6:15

that people are less engaged. People are

6:19

going to vote in lower numbers

6:23

compared with the past, and they

6:27

just aren't interested.

6:30

That applies also to how

6:34

we as citizens engage

6:37

in decision-making with administrations - what I would

6:39

call more exactly participatory democracy. This

6:44

is a very common problem. It's

6:46

something that has been acknowledged already

6:50

a few years ago. But the interesting

6:52

thing is that when digital

6:56

technology became widespread across Western

7:03

governments, there was a clear moment

7:06

in which many scholars and politicians and

7:09

practitioners

7:09

thought that this technological implementation

7:14

could be used to solve the problem

7:18

of participation. In other words, since we

7:23

now have digital tools to interact,

7:26

it will be much easier for me

7:28

to be interested

7:29

and for policymakers to listen

7:33

to what citizens have to say.

7:37

But that unfortunately did not happen. We

7:41

have plenty of very good examples -

7:43

in podcasts we hear about

7:47

a lot of very nice, what

7:50

would be called best practices. On the

7:53

other hand, I think that the problem

7:55

remains and it's even more striking.

7:57

This is because while it's true

8:00

that digital technology helps people in

8:04

principle to be in touch

8:06

without much effort, you mentioned

8:11

gamification - it's

8:14

something I've been studying for a while

8:17

and, as you said, something I've been

8:19

publishing about.

8:22

The idea is quite simple. I'll just

8:24

summarize it, and then of course if

8:26

you want to know more, we can

8:27

dig into it a little more. The idea

8:30

is that we can -

8:36

we can design - this is another word

8:38

that I really like, "design" - we can

8:40

design participatory

8:42

spaces with some game elements,

8:48

some elements that resemble a game, not

8:52

a pure game, something that resembles

8:55

a game.

8:56

Ideally - I want to

9:00

be precise - ideally this should help citizens to

9:05

be more motivated because we all like

9:08

to play. It's something that is part

9:11

of our learning experience. We as children

9:14

learn things by playing.

9:17

The use of games is something that we as

9:20

humans use for a long part of

9:23

our life in order to learn things.

9:25

There's a moment in

9:28

which we think that gaming is

9:29

trivial and is not for adults

9:31

any longer, but actually

9:34

there's a lot of game design

9:36

in many things that we do, like

9:39

in marketing strategies, for example. Now the

9:41

idea is that we could engage citizens

9:44

more by offering them gamified

9:48

environments. Now if you ask me, "Is

9:52

this working or not?"

9:55

my answer would be: it depends. It's

9:57

not the solution to the problem.

9:59

We have some very nice examples to

10:02

tell, but on the other hand we

10:06

have many examples that don't work.

10:08

10:14

So we have very good examples

10:16

of best practices. So what is

10:19

missing?

10:21

Is this related to

10:25

how institutions work? Why are

10:28

the solutions not implemented or tested

10:30

more widely?

10:33

That's an excellent question because it's actually

10:37

the picture of the problem. As you said,

10:41

we have many examples. When

10:44

I

10:44

published my book and also occasionally when

10:48

I write on the topic, it's

10:51

always nice to have a list of

10:53

examples - there are plenty of those

10:55

10:58

at all levels, from the very

11:01

local level to the national level, even

11:03

some supranational

11:05

examples that work very well.

11:08

In order to answer your question, I

11:10

need to make a step back to

11:12

how game design works, in order to

11:15

then give a possible explanation of

11:18

why gamification didn't work

11:24

so far in participatory experiments.

11:29

Game design basically replicates

11:32

elements of a game within participatory processes,

11:34

which means that you have basically three elements:

11:38

you have a set of rules, you have a

11:40

competition -

11:43

the competition

11:44

could be against other people

11:46

or could be against yourself,

11:48

it doesn't really matter - and third,

11:50

you have a reward. Again, don't

11:53

think necessarily about money or something tangible -

11:58

it can be anything like passing to another

12:01

level or being acknowledged

12:04

to have succeeded in something. So the

12:08

reward is, let's say, the conclusion

12:11

of your journey and maybe the

12:14

beginning of a new step.

12:18

Now all these elements, if well-combined,

12:21

well-designed within participatory processes, as

12:23

we said, could work very well.

12:26

What is the problem? It's another concept

12:28

that is very familiar to all those

12:31

who study gaming or

12:36

video gaming, and this is called the

12:38

"curve of engagement."

12:40

It really looks like a curve, and

12:45

I'd like you to think of

12:49

any game you might have played over

12:51

the last few years - could be anything

12:54

from something very simple on a

12:56

mobile phone, or maybe you're

12:58

into video gaming, or anything that is

13:00

related to console gaming,

13:02

or a board game.

13:05

You see that

13:07

we have this curve that goes up

13:10

because if the game is well-designed,

13:13

it looks interesting, it looks fascinating. We

13:15

want to spend more time with it.

13:18

The

13:18

complexity of the game is

13:20

well-balanced, so we see that

13:23

if we play, maybe we fail,

13:26

but we can improve, and so next

13:29

time we will defeat, for example, the

13:32

boss of the level, and we

13:36

scale up to the next level. So

13:38

it's

13:38

actually increasing. And then there

13:40

is a moment - sooner or later,

13:42

even with the best possible game - there

13:46

is a moment in which either you

13:49

feel that it's too complicated, or you

13:52

don't have time to play

13:55

that game in order to progress,

13:57

or instead you

13:58

become so good that it's a little boring.

14:03

So the curve starts to descend

14:06

and you are less engaged.

14:09

14:12

This is in pure gaming,

14:14

okay? But the same mechanism, as I

14:17

said, could be applied

14:18

to participatory processes.

14:20

So you have obviously a

14:22

set of rules, but you

14:24

can have incentives, and you have a

14:26

sort of competition between participants, and you

14:29

have a sort of reward.

14:32

That's the problem: it is not

14:34

meant to last for too long. You

14:38

have to reinvent the system in order

14:42

to re-engage the participants. You don't

14:46

have a single solution that will work

14:49

forever. There is no

14:51

video game - even Super Mario. Super

14:55

Mario - I think everybody has played Super Mario. After

14:59

more than thirty years, we still have

15:01

new versions of Super Mario, and the concept

15:04

is similar. I still enjoy going

15:08

back to Super Mario and playing it a

15:10

little bit, but

15:12

even Super Mario, the classic, has a curve.

15:16

After a while, it's too complex,

15:18

or it's too easy,

15:21

or I'm changing. So the same

15:23

applies to game design in participatory processes.

15:28

That explains why

15:32

we have a lot of single-shot

15:34

great examples. Some of them last

15:36

a little longer, but nothing that we

15:39

could say, "Okay, this is the benchmark -

15:41

this is how you design gaming into

15:45

democratic participation because it returns great

15:51

results." There's nothing like that. The

15:53

reason is that, as in any

15:55

other game, people - participants in this case -

15:58

need to be stimulated in different

16:01

ways.

16:04

I'm thinking about forms of

16:07

communication. Can we think about

16:10

the school system as a sort of

16:12

gamification? Because it

16:14

has a set of rules, it has

16:16

some sort of competition, and

16:18

also some kind of rewards. Also,

16:21

16:23

can we think about

16:25

gamification in terms of

16:26

collaboration instead of

16:31

competition?

16:34

I think - I will answer

16:36

your second remark first - I think

16:40

you can cooperate, you can collaborate in

16:44

order to achieve something, and that is

16:47

a sort of competition.

16:50

The concept of competition has to

16:53

be understood in a very broad way, so

16:56

it doesn't necessarily mean me against you

16:59

or me and you against X and

17:02

Z or something like that. It could

17:05

be something like that, but could also

17:07

be me and you - we have to

17:09

cooperate

17:10

in order to achieve a certain result.

17:13

17:15

I'm going to give

17:17

you an example. There is

17:18

a very nice experiment that was done

17:22

a few years ago by a municipality

17:26

in the United States. The idea of

17:29

the municipality was: we are expanding over

17:34

the years, and so

17:35

the social bonds have been weakening.

17:39

We want our local population -

17:42

we still have a small municipality

17:44

but growing in numbers - and

17:47

so we want to try to have

17:49

social bonds reestablished between different communities that

17:53

are living in the same area.

17:55

17:56

So they basically created this

17:59

virtual currency - it was called "Mason Money"

18:02

(I don't remember in which state of the

18:03

United States it was,

18:06

but the name of the city was Mason or Macon).

18:09

They basically created this virtual currency

18:11

18:13

and they distributed tasks

18:18

among citizens that would participate in this

18:22

sort of competition in order to find

18:25

the other half of the currency

18:27

and create a social bond.

18:30

18:34

So you see, in this case there

18:35

was a clear cooperation aim, but there

18:38

was a competition as well.

18:41

So absolutely, you can cooperate, and that

18:45

could also be a sort of competition

18:47

against yourself in order to achieve

18:50

another level. It also resembles education

18:53

or schooling systems in a way.

18:57

There are a lot of theories that

19:00

suggest having gamification used

19:05

as a learning system. Actually, many

19:08

of the platforms that provide

19:11

online learning are based on

19:15

gamification dynamics.

19:17

You can think about a very

19:19

famous platform - the

19:21

one that is meant to teach

19:23

languages -

19:25

or you can also go on very

19:27

big platforms like Coursera,

19:29

in which you basically access

19:32

learning in different subjects. All of them

19:35

are based on

19:38

very clear gamification dynamics, so you

19:41

have progress, you are awarded

19:43

points or stars or levels, whatever

19:47

it is, and you progress. You

19:50

achieve credits - it's a

19:53

very simple metric that can work very

19:57

well

19:58

in education.

20:02

Do you have any other examples

20:06

of

20:07

gamification to share?

20:11

Yeah, sure. There are many, many of

20:12

those. One very interesting example which

20:17

has a story behind it that's

20:19

worth knowing is the

20:22

story of "Evoke,"

20:26

which was created by the World Bank.

20:30

So we're talking about a very important

20:33

international institution. For those who don't

20:37

know, the World Bank

20:39

is an international institution that was created

20:43

after the Bretton Woods

20:45

agreements in order to - not

20:48

regulate global finance, but actually in order to loan money

20:51

20:53

to countries that would get this money

20:56

and in exchange would apply

21:00

democratic reforms. That is still the

21:02

role of the World Bank, and also

21:05

the International

21:05

Monetary Fund, which is the sister

21:08

organization

21:11

that was also created in the

21:14

same period.

21:18

If you go on

21:20

the website of the World Bank, it's

21:22

an incredible source of information. They have

21:27

21:28

very highly profiled professionals that are producing

21:33

very interesting datasets, for example, about

21:39

a lot of topics - really a lot

21:41

of topics. It's very broad,

21:44

and it's truly

21:46

an incredible source of information.

21:48

A few years ago -

21:51

and all this information is

21:52

actually available for free, it's

21:55

just there, you go online and you

21:57

can download the papers and

22:00

the reports - there are plenty of

22:02

those - the

22:04

World Bank did a sort

22:06

of internal investigation. The aim

22:10

was to

22:11

see what was the reaction by the

22:14

general public. So what would people

22:20

take from all this material?

22:24

The result - I don't remember the exact

22:25

numbers, but the result was striking -

22:29

just a very tiny percent of the

22:33

total amount of documents that were published

22:37

by the World Bank - when I say

22:38

tiny, I mean like one or

22:40

two percent, something like that - had been

22:42

downloaded at least once.

22:46

And part of these downloads was

22:49

done by people working at the World

22:51

Bank. So what was the result? We

22:54

have this incredible amount of information which

22:59

nobody

23:00

knows, nobody uses, and people,

23:05

in the best-case scenario, think

23:08

that we are technocrats that are

23:11

imposing draconian measures on national

23:15

economies. That was the

23:18

perception of people who knew

23:20

something - actually, who didn't know much about the

23:22

World Bank.

23:25

23:27

So the institution tried

23:29

to create something, an initiative that

23:32

could bring people into knowing

23:36

the institution, and they created this e-book called "Evoke."

23:39

23:41

It was a sort of

23:44

board game that was played globally,

23:47

and every week you would have

23:50

a mission. This mission

23:53

consisted of different tasks. The idea was:

23:56

the world is on the verge

23:58

of a global crisis, a very hard global

24:02

crisis, and

24:04

we have to intervene by doing something.

24:06

What should we do? Famine,

24:08

disruption of chains of production, this kind

24:13

of stuff. So people would

24:17

engage in different tasks on a weekly

24:20

basis. They would go through a process

24:22

that obviously was meant to teach people

24:26

what the World Bank does, because these

24:28

are typical tasks

24:32

that people at the World Bank

24:33

24:36

handle in their daily job.

24:39

The final task - the so-called

24:44

"education" - was to find an original idea

24:48

to be possibly implemented by the

24:50

World Bank, and the

24:53

best

24:53

idea would be called to Washington, D.C.,

24:56

where the World Bank headquarters is located,

24:58

and be awarded a cash

25:03

prize - I think in that case it was

25:05

a small amount.

25:09

Obviously, the World

25:10

Bank doesn't need

25:13

just people suggesting ideas - that

25:18

was part of the

25:20

game design, but it wasn't the main goal.

25:23

The main goal was to have as

25:25

many people as possible sharing information, learning

25:29

about the World Bank, sharing information with

25:32

other

25:32

participants, and increasing interest in the

25:37

institution. The results -

25:40

and this is something that I discuss in

25:43

a few publications in which I described

25:45

this example -

25:48

one possible question is: okay, so how

25:50

many people participated? Was it something

25:54

that attracted hundreds of thousands of

25:58

participants? No.

26:01

I think the total number of participants

26:04

was in the thousands

26:06

globally, so you realize it's quite

26:11

a tiny number. But the question that

26:13

I think is important to ask is

26:16

not just how many, but how engaged

26:20

these people were.

26:22

If you look at the pure volume,

26:25

again, you don't have

26:28

an incredible response by citizens. But

26:33

if you look at the interest of

26:36

these people, you might have a different

26:40

result. So you

26:43

could see that these people were actually

26:46

quite engaged in

26:48

the experiment, so it was in that

26:52

sense quite successful.

26:58

I was wondering why people act

27:00

a certain way. It's a

27:03

very hard question.

27:07

What do you mean exactly?

27:10

Can you help me understand better?

27:12

Yeah, I was thinking because

27:16

you said that actually the datasets

27:18

were downloaded by just a very small amount

27:20

of people.

27:22

And when there was the sort

27:25

of economic incentive,

27:29

then not so many people, but

27:32

still

27:35

a good amount of people

27:38

explored this kind of data.

27:40

So I think about the economic

27:45

incentive, but I'm also thinking about

27:46

27:48

why, without the economic incentive,

27:50

people

27:55

do not look for something that

27:56

actually could be very interesting. I

27:58

mean, maybe people read books about

28:00

topics and they could

28:04

obtain the same information, maybe in

28:08

a different way.

28:11

28:13

Absolutely.

28:15

28:16

I get your question, and

28:18

it brings us back to the

28:21

reason for gamification, which is one possible

28:24

solution,

28:26

and also brings us back to

28:29

your first question about

28:31

technology and what is

28:35

the reason why technology is now so

28:39

interesting to analyze for someone who

28:42

has an interest in democracy as a

28:45

possible solution,

28:46

but also as a crisis.

28:49

The principle is that

28:51

for many people,

28:53

participating

28:55

in democratic processes is not

28:59

perceived as a solution any longer.

29:05

So if you look at civic

29:09

engagement in all its forms - the

29:14

electoral participation,

29:19

engaging in

29:23

charity, for example, donating money

29:27

for a civic cause, or any other

29:32

activity that we would

29:36

consider part of democratic civic life -

29:39

if you look at what our parents

29:42

and grandparents - I'm talking about the

29:45

seventies, the sixties, and before -

29:49

were doing compared with what

29:53

people do now, you would probably agree

29:57

with saying that civic

30:00

capital has been shrinking over time, so that

30:06

people are spending less time in

30:10

civic activities. We said it before -

30:12

fewer people go to vote. If you look at,

30:16

for example - let's take a country

30:18

like Italy - it depends on the country,

30:20

of course, but in a country

30:21

like Italy,

30:23

in the seventies there

30:27

were millions of Italians who had

30:32

a

30:33

subscription to a political party, and

30:36

now political parties have very low numbers

30:39

of people. It's very tiny - it's

30:41

like seventy percent less than

30:44

twenty or thirty years ago.

30:47

So the principle is: it's not appealing

30:51

anymore, for a lot

30:54

of reasons related to the

30:56

crisis of democracy - the lack of social mobility,

30:57

the fact that we feel there are

31:01

fewer opportunities, and also the fact

31:04

that digital platforms have

31:07

captured

31:07

much of the attention of people. All these

31:10

reasons are contributing.

31:12

Now we go to game design. You mentioned the

31:16

financial incentive. Let me say that it's

31:19

not necessarily a financial incentive - that

31:22

is one possibility. It

31:26

can work very well, but it

31:27

can also be something completely unrelated

31:29

to giving you money. It could be having

31:33

your name mentioned in the first

31:36

place of a ranking. I'm going to give you an

31:41

example in a second - it's another

31:44

very interesting example.

31:45

But before that,

31:47

that's the potential of game design.

31:52

The potential is: what if I give

31:55

you a framework that will make the

32:00

experience more appealing? So it's not just

32:03

the fact that we will win, I don't know, ten euros,

32:06

but also the fact

32:09

that maybe we could spend one hour

32:11

together

32:12

thinking about how to solve a

32:14

problem, and maybe you have a resource,

32:17

I have a contact, and maybe we

32:19

can get closer to that result,

32:21

and we can do that in an

32:24

engaging way - maybe,

32:26

at least in the short term. Let's remember

32:30

the short-termism of these kinds

32:32

of

32:32

experiments, but maybe in the short term this

32:35

results in some interest.

32:38

In other words, people need to be stimulated

32:42

in order to find interesting a participatory

32:46

experiment. I'm not - this is not

32:49

original - I'm just quoting the very

32:52

basic

32:52

idea of behavioral sciences, all the

32:55

theory of nudging. You know, Richard

32:58

Thaler or Cass Sunstein - all

33:01

these theories are precisely that you can

33:03

create a framework in which you

33:06

push people, you give a sort of nudge

33:09

to people in order to find more interesting

33:12

33:12

an experience.

33:16

And if you allow me, I'm

33:19

going to mention another very interesting

33:21

case which did not include a

33:25

financial incentive. It was gamified

33:28

and resulted in a very

33:30

interesting outcome.

33:33

Now we are in Latin

33:37

America, more precisely in the capital city of

33:40

Peru - Lima - which was

33:43

at least one of the most polluted cities

33:47

in the world. One of the

33:49

reasons for this pollution

33:51

was the fact that the city is

33:53

very large and it has a number

33:55

of places where people just throw

34:00

their garbage, and these places are not controlled.

34:04

So as you can imagine, this

34:07

contributes to air pollution and environmental problems,

34:09

causing a lot of troubles. But

34:13

the municipality didn't have the resources

34:16

to make more controls, to hire people

34:18

that would control how

34:23

the garbage was

34:28

treated by the population.

34:31

So what the municipality decided to do was

34:35

to create this participatory experiment, and

34:37

they called it "Gallinazo Avisa,"

34:40

which means "the vultures are

34:42

checking." They trained -

34:46

I think it was ten vultures,

34:50

this animal that lives

34:52

in that area of the world -

34:54

in order to spot

34:57

this garbage. So they enjoy finding places where they

35:01

can find food, and they

35:05

put a GoPro camera on the bodies

35:08

of these vultures.

35:10

35:12

So when they fly, they actually

35:15

record the area, and then

35:19

what the municipality does is

35:21

take these videos and upload them on a

35:23

website and ask the citizens: "Can you

35:25

help us watch these videos? We don't

35:28

have the capacity, but if you can

35:30

help us - it's hours and hours

35:32

of footage - and you can spot

35:34

illegal sites within the city, you

35:38

can actually tell us and we will

35:41

at least try to intervene."

35:43

It was a huge success, and the reward was that

35:46

the names of those who had spent

35:49

hours watching these videos were mentioned

35:52

on the official website.

35:55

It was so successful that at a

35:57

certain point, there were citizens who were

36:00

taking videos with their mobile phones and

36:03

they were sending them to the municipality

36:04

to say, "This is also where you

36:06

should intervene."

36:08

Again,

36:10

an example - in this case, no money

36:11

even - but the fact that

36:15

watching very boring two or

36:18

three hours of footage of

36:21

an aerial vision of the city

36:24

resulted in something helpful for the municipality

36:28

that could intervene on

36:32

illegal sites.

36:37

I'm thinking about this crisis of

36:40

democracy and why people do not feel

36:44

that participating

36:47

is a solution.

36:51

I think about how information

36:54

is power in two different ways,

36:57

because on one hand, there are

37:02

social media, and as you

37:04

say, the attention of people is

37:07

captured by

37:09

social media. And at the same

37:12

time, also, information is power because

37:15

if there's something

37:18

wrong in my town, in the place

37:19

where I live, and I know that

37:21

I can send an email to

37:23

the mayor or someone in

37:25

the administration of the town,

37:28

I can

37:30

actually do something and change

37:33

the place where I live.

37:37

Before I thought about

37:40

why people are

37:43

not participating - because

37:47

they have more distractions, yes, as you

37:50

said, social media -

37:54

but it's not

37:58

related to time...

38:03

No, it probably is another problem.

38:06

The intangible assets that you need in order

38:09

to participate could make the difference between

38:13

types of participants. Let me explain myself.

38:16

Time is an intangible asset, so let's

38:21

say in your life there are

38:23

moments in which you feel you have

38:26

more time and moments

38:28

in which you feel your time is

38:30

limited.

38:32

38:34

Typically when you are younger and

38:37

you are in your school age,

38:40

you feel you have plenty of

38:41

time to dedicate yourself

38:44

to whatever you like. And then maybe

38:47

you grow up, have a family,

38:49

work, and so most of your

38:50

time is used in commitments,

38:53

and

38:54

the feeling of available time

38:57

is low.

38:58

39:02

But in order to participate, you need

39:03

some time, as you said. For

39:05

example, I need to

39:08

have the time to connect online

39:10

and listen to the meeting and maybe

39:15

make interventions, share what I want,

39:17

and then I have to follow

39:18

up. That can discriminate between certain

39:23

types of participants. That's why -

39:26

and

39:28

that's another reason why - in participatory

39:30

experiments online, we typically have certain categories

39:34

that are more represented than others.

39:39

These categories that are overrepresented are people aged over

39:44

fifty-five or even sixty-five,

39:48

for a clear reason: that is the

39:50

age of your life in which you

39:52

return to have more free time for

39:56

yourself.

39:57

It's also possible that you are more

40:00

civically engaged - you start feeling the need

40:04

to give a contribution or to

40:07

think about future generations. There are

40:10

many reasons, but one reason is also

40:13

that you have more time than you

40:16

used to have ten years before.

40:18

And also men compared with women,

40:21

because unfortunately in many social systems, it's

40:25

the woman who is taking care of

40:27

the family. So you can imagine,

40:29

if you're a mother, you have to

40:31

take care of the babies and

40:33

the family - you don't have

40:35

the time to do this.

40:38

Then there are other categories. So

40:41

the reason of time, I think, is

40:42

relevant. It is an explanation - not of

40:46

why people don't participate, or at least

40:49

it's a partial explanation of why people

40:51

don't participate - but more of the

40:54

fact that there are certain participants

40:57

that are overrepresented

40:58

and other participants that are

41:01

underrepresented. But in general, I think

41:05

that the lack of participation is explainable

41:10

by a missing link between what am

41:15

I achieving by participating

41:18

and what is the effort

41:22

that I need to take in order

41:25

to participate. It's never a pure

41:29

trade-off, right? It's never like "I pay

41:32

a ticket, then I watch a movie" -

41:34

it's not like that. But it's also

41:36

true that if I have a feeling

41:38

that even if I am contributing,

41:42

it's not really changing anything, I will

41:45

probably lose interest, and my interest

41:48

is also attracted by other stuff.

41:52

There's always a chance to do something

41:55

engaging by watching a movie or surfing

41:59

the web or playing a video

42:02

game or stuff like that.

42:06

So what do we have to

42:08

fix in order to

42:11

have better democracy? I

42:14

think about your book that in

42:18

Italian is "La Democrazia Similare,"

42:20

and in English, I don't know -

42:22

"Best Democracy Maybe"?

42:25

The subtitle is also important because

42:29

it says "the technologies that are changing power,"

42:32

so we return to

42:34

the original point.

42:38

Obviously, I don't have

42:42

the recipe for solving the problems of

42:46

democracy. I think it's part of the

42:49

debate - people, scholars, practitioners, politicians are

42:51

debating the crisis of democracy and the

42:55

many possible solutions.

42:59

43:03

A word that I'm really interested in -

43:06

it's not in the title, I mean it's

43:07

in the book, not in the title -

43:10

but the word that I'm really focused on

43:12

and that I think is key is the word

43:14

"design," which I mentioned at the beginning.

43:17

I think it's nice to mention:

43:19

how do we want to design our digital interactions?

43:23

This solution implies as a

43:26

precondition the fact that we accept that

43:31

most of the democratic

43:34

participation will be happening

43:38

on digital platforms, right?

43:41

And how do

43:44

we want to design these platforms?

43:48

I think there are a number of elements

43:51

that could help citizens to

43:58

engage a little more. One is the

44:01

topic we've been discussing for

44:04

most part of this interview: making the

44:07

participation more entertaining, so including elements that

44:13

can engage people. Obviously, game

44:15

design is the main

44:18

idea, but it's not the only one.

44:20

The other one is: how do we

44:22

narrate the

44:24

participatory process? I think that a

44:28

good storytelling of the participatory process is

44:33

very important.

44:36

I think even if I don't

44:37

believe it was a successful case, the

44:40

Conference on the Future of Europe -

44:42

I think that the storytelling behind it was quite

44:45

powerful. The idea was: "I'm giving you,

44:48

European citizen, the possibility to tell me,

44:51

you policymaker, what is the future of

44:55

Europe that you

44:56

want to imagine? What Europe would you like

44:57

to live in ten years from now?"

45:00

45:04

It was very well constructed, it was

45:06

powerful. It was designed before the pandemic, but it actually

45:09

came during the pandemic, so it was

45:11

45:13

a moment in which we were all

45:15

in a way questioning

45:16

these ideas of "okay, what's going to

45:18

happen next? How will the world

45:21

be changing after this?" So it

45:24

was a very nice storytelling.

45:25

And the third element, which is probably the most

45:29

important, is this:

45:34

45:37

the narration of democracy should retake on board

45:41

the concept of complexity.

45:44

I'm giving you a one-minute

45:46

explanation, which is something I've been researching

45:49

and writing about for quite a long

45:51

time now.

45:53

The design of commercial technology is

45:57

based on very simple elements: one is

45:59

simplicity, another one is the speed

46:02

of service, and the third one is

46:04

the

46:06

tailored nature of the services. So we

46:09

have very simple-to-use

46:14

digital devices, we have devices that are

46:18

trying to sell us

46:20

the idea of very fast service, and

46:23

that are also tailored to your needs.

46:25

Now, all these elements are what we

46:27

expect when we engage digitally with anything.

46:30

But in democratic participation, this

46:34

is not possible.

46:36

Decision-making takes time, it implies

46:41

a high level of conflict - at

46:45

least one part or one opinion - and

46:48

it is time-consuming, going back to

46:51

time. So a good way to have

46:56

people

46:56

at least aware and not disappointed by

47:00

what participatory processes online in digital formats

47:05

would imply is to bring back the

47:09

concept of complexity - not selling the

47:13

idea that by clicking (which was

47:16

very

47:17

popular when digitalization came into democracy) you

47:20

just click and you are

47:23

participating in democracy. Because that type of

47:25

narration created the disappointed citizens that we

47:29

are dealing with right now - people that

47:32

don't see any actual change when they

47:36

actually see

47:38

the results of participation.

47:42

47:48

I have a couple more questions if you have some more time.

47:51

47:55

Sure. So how do you imagine our social

47:58

or political system in twenty or

48:01

fifty years? I know it's very

48:04

difficult to reply, but do you

48:06

have any idea about some

48:08

possibilities?

48:10

Well, I'm very interested

48:12

and really fascinated by

48:16

futures studies. It's a very interesting

48:20

field of debate. At this very

48:24

moment, I'm reading a book on

48:27

the history of future thinking - so how

48:31

thinking about the future has changed over the

48:34

years.

48:36

It went through different

48:39

stages, and today we actually have

48:42

a science for that. We have foresight,

48:44

which is the scientific approach to

48:48

thinking strategically about the future - so quite

48:51

an interesting element.

48:56

So I believe that we will have

49:01

to face

49:04

a situation in which

49:08

we will probably have more time for

49:12

ourselves, and this more time will be

49:15

the result of the use of technology.

49:19

I know that what I just said

49:21

has a lot of exceptions and it's

49:24

probably very Western-focused. I know that

49:28

it's not a global way of

49:31

thinking, so I'm now looking more at

49:34

the situation with which I'm more familiar -

49:36

the Western world.

49:39

In the Western world, technology

49:41

will give us more time to do

49:43

things. Think about artificial intelligence and how

49:47

quickly you can

49:48

have certain results compared

49:51

with the past. What will

49:53

we make of this extra time? That is quite a

49:56

problem that we need to think about,

49:59

and I'm not just talking about the

50:02

labor-related aspects. I'm also thinking of

50:05

what do you do when you start

50:08

thinking of a society in which not

50:11

all of your time is spent

50:16

working in an office or

50:18

in a factory, which is the model

50:22

we've been part of over the last

50:24

fifty years.

50:27

So the last fifty years,

50:28

the broad idea is that once you

50:30

finish studying, you enter work,

50:32

and most of your life

50:36

will be spent - you do

50:38

a lot of stuff, but most of

50:40

the time you are at work. What

50:41

happens when you don't have that necessity

50:44

any longer?

50:48

50:50

That will have very interesting democratic

50:53

implications. It's not exactly a description

50:57

of the future world that I imagine,

50:59

but I think it's one crucial challenge

51:02

that we will have in the not-so-

51:06

far future.

51:09

The gain of time - a very bad use of

51:12

this gain of time is to be

51:14

more engaged in trivial uses

51:19

of our digital tools - scrolling and

51:23

watching ephemeral content.

51:26

That would be a very bad way

51:29

of using it.

51:29

A better way could be

51:31

re-engaging in social spaces,

51:35

and that's why I describe it

51:37

as a challenge.

51:42

I haven't asked anything about

51:45

you yet. I mean, just about your

51:47

professional

51:49

background. So I would like to

51:51

ask you if you want to share

51:53

something related to when you

51:55

were a child, where did you grow

51:59

up, what were your interests?

52:00

52:04

Sure, absolutely. I think I am

52:09

the typical

52:11

middle-class man. I was

52:16

born in a typical middle-class family,

52:19

and I am very aware of

52:23

not using the word "normal" because there is

52:26

a very interesting book about this - the

52:28

word "normal" has very different meanings

52:31

wherever you are, so it's very

52:34

misleading what is normal, what is normality.

52:37

In Italy, I was

52:41

born in 1976, so at the

52:44

end of the seventies. Let's say

52:46

I was a child in the eighties,

52:48

and it was in Rome,

52:52

the capital city. Both my

52:55

parents were working in

52:58

the private sector, and I have

53:01

a brother. So I would describe myself

53:05

as quite an ordinary middle-class family

53:09

living in a big city.

53:12

If I have to

53:16

remember some facts from my

53:18

childhood, I think books were an

53:20

important part of it, and I was -

53:24

this is something I'm doing with

53:25

my daughters now - I was

53:29

taught to like books. My house was full

53:33

of books, and I remember

53:35

there was a moment - summertime

53:36

when you have a lot of time

53:38

and you're bored because you didn't know

53:39

what to do - and I started to

53:40

enjoy taking a book and reading it.

53:44

That was an enjoyment

53:46

that I remember very well, and I

53:49

also remember that my mother -

53:51

both my parents, but my father was working

53:55

full-time, my mother was working part-time -

53:58

so my afternoons were with my mother

54:00

and my brother.

54:02

They were very strict

54:05

with the use of television. In

54:07

my generation, the distraction was TV -

54:09

we didn't have digital mobile phones,

54:12

of course, or stuff like that.

54:14

We would watch one hour - we could

54:16

choose one hour to watch TV

54:19

in the afternoon. There was a

54:21

very popular TV show

54:23

back then,

54:25

which was cartoons and a little entertainment,

54:28

and once that was finished, we had

54:29

to turn off the TV and do

54:34

something else. We were lucky because despite

54:36

living in a big city, we

54:38

were living in a building which had

54:42

some internal gardens, so when the

54:43

weather was nice, we

54:45

would go out and play with

54:48

other kids and sing songs,

54:49

or we would engage in reading

54:51

or drawing stuff. And again, this is something that I'm

54:54

also doing with my daughters right now -

54:58

they have a little time

54:59

they can use digital devices. I'm

55:02

not prohibiting them

55:04

from using digital tools - they are still

55:07

young -

55:10

but only for a

55:12

limited time. The rest of the time

55:14

they have to do something else.

55:17

That was a very important

55:19

part of my education. I am not

55:21

saying that I'm fully safe from

55:23

digital dependencies - in the sense that, like

55:25

many of us, I am attached to my

55:27

mobile phone and I sometimes feel

55:31

phantom vibration syndrome

55:34

when I

55:34

don't have reliable signal. I'm not saying

55:37

that this saved me from

55:40

being affected by digital tools, but it gave

55:43

me some elements to

55:45

55:47

train my brain, and I still like

55:50

to read books in paper format,

55:54

for example.

55:57

This is what I remember from my

55:59

childhood - it was a very

56:01

56:04

quiet childhood.

56:07

One last thing - it's something

56:09

I am passionate about:

56:12

I am very passionate about fantasy.

56:17

I still play

56:19

Dungeons & Dragons - it's

56:24

something that I really love. So

56:26

everything that's related with Lord

56:30

of the Rings, dragons,

56:31

fantasy - in movies,

56:34

in games, or in board games - it's

56:36

something that I still enjoy

56:38

doing. And that also came from

56:42

when I was thirteen.

56:45

56:47

So I was thinking about Dungeons &

56:50

Dragons in relation to gamification,

56:54

and maybe...

56:55

Exactly! That's true. I was

56:58

a dungeon master - I was

57:02

the one who was telling the story

57:03

to the others.

57:04

57:06

57:08

Do you have any books that

57:11

you were passionate about when you were a kid?

57:14

57:16

57:18

Yeah, okay. I have a couple of books that I

57:24

really remember.

57:26

One is a classic - I think when

57:33

I turned ten,

57:35

a friend of mine gave me

57:37

a present: The Hobbit from Tolkien.

57:41

57:46

I remember

57:49

I didn't read the book immediately. I

57:52

probably thought it was not interesting, so

57:55

I didn't read it right after that. Maybe

57:58

one or two years later,

58:00

I went back to

58:02

that book and it was mind-blowing.

58:06

It was precisely the type of

58:08

story that I like:

58:09

elves, dwarves,

58:13

the hobbit, the dragon - the

58:15

classic.

58:17

And then obviously The Lord of the

58:19

Rings came later.

58:22

58:24

So that's one - I would

58:26

say everything that Tolkien has produced, but

58:30

if I had to pick one book,

58:31

I would say The Hobbit.

58:34

The other one is The Lord

58:35

of the Flies, which is a

58:37

book which I read by chance. I

58:42

think maybe it was in the

58:45

house of my uncle where I would

58:47

spend the summertime,

58:52

and I

58:54

really enjoyed the

58:57

dark side of the book. For

58:59

those who - I hope you've read

59:01

it, it's another classic - you

59:04

see how human dynamics work,

59:08

and even with children, how the

59:11

power balances are established to the point

59:14

that things fall

59:16

out of control with these

59:19

young people. So that was

59:23

also something that I really remember.

59:28

I enjoyed it and

59:30

I thought it was a very nice reading.

59:33

I also love The Lord

59:35

of the Rings, but I

59:37

have to read The Lord

59:39

of the Flies.

59:41

I would do - let me

59:42

recommend it.

59:44

It's a very, very nice

59:47

book. It's a narration of

59:50

human society, basically. The story

59:53

looks like a children's story, but it's

59:56

not. It's really worth it. Actually,

59:59

there are some movie adaptations - they're quite old -

1:00:02

but I would suggest reading the book.

1:00:03

1:00:06

Thank you. And the last question:

1:00:09

for people that are working in the field

1:00:11

and are searching and experimenting

1:00:13

with new solutions in relation to participation...

1:00:16

1:00:20

1:00:22

What I would like to see more -

1:00:27

let's put it this way - I would

1:00:31

like to see more cross-pollination

1:00:33

of different disciplines.

1:00:34

To a certain extent, we have it, however I

1:00:37

still see there are

1:00:42

a little bit of silos

1:00:44

between people working in the field.

1:00:47

For

1:00:48

example, Europeanists are very engaged in participation -

1:00:51

it's really part of

1:00:53

people studying European landscapes - but

1:00:56

these people do not talk much with,

1:01:00

for example, European policymakers, or at least with people

1:01:03

interested in supranational governance.

1:01:05

On the same side, people looking at

1:01:08

global dynamics tend to ignore or consider

1:01:11

less relevant what is happening

1:01:14

in certain fields.

1:01:17

Lawyers, political scientists,

1:01:22

sociologists - they don't know

1:01:26

designers.

1:01:28

So it's now more frequent

1:01:31

to find this type of cross-pollination. I am,

1:01:36

for example, contributing to a

1:01:41

project in which we have

1:01:43

lawyers, political science scientists like

1:01:46

me, but also designers. So we

1:01:49

try to compare different perspectives,

1:01:52

and I think that it would be

1:01:55

nice to have more of that -

1:01:58

more, because sometimes you feel

1:02:02

you're not talking the same language, and

1:02:05

obviously you see the world from different

1:02:07

angles. But it's actually when you

1:02:10

find a common point, it's a very

1:02:12

strong one, because it means

1:02:13

1:02:14

it's been found from different perspectives,

1:02:17

and so it's more difficult to achieve,

1:02:19

but it's also more rewarding to achieve.

1:02:21

1:02:25

1:02:28

1:02:33

Thank you very much. It was very

1:02:35

nice to be part of

1:02:37

this podcast. I look forward to

1:02:39

your next episodes, and

1:02:44

now that I'm a subscriber to the podcast,

1:02:48

I'll be following the

1:02:50

new episodes every time you

1:02:54

publish them.

1:02:55

1:02:57

Really, really thank you.

1:03:00

1:03:00