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  4. Behavioral Archetypes of Gen Z in Gamified E-Government Apps
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Behavioral Archetypes of Gen Z in Gamified E-Government Apps

Date Issued
2025-12
Author(s)
Josimovski, Saso
Kiselicki, Martin
DOI
10.47063/EBTSF.2025.0007
Abstract
This study applies a segmentation lens to Gen Z participation in a gamified e-government app (MojDDV). K-means clustering of survey data (n=119) yields four archetypes—Super-Scanners, Socially-Influenced Actives, Casual Participants, Skeptical Habituals—that differ in trust, social influence, and scanning intensity. The contribution is to move beyond average-effect adoption models and show actionable heterogeneity: leverage advocates (Super-Scanners), reinforce peer norms (Socially-Influenced), nudge and simplify (Casual), and rebuild institutional trust (Skeptical). Limitations include single-country scope, self-reports, and sample size; future work should add robustness checks and external validation. Findings inform targeted policy and design for gamified public services.
Subjects

Behavioral archetypes...

Gamified e-government...

Generation Z

Clustering analysis

Digital engagement

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0007 BEHAVIORAL ARCHETYPES OF GEN Z IN GAMIFIED E-GOVERNMENT APPS.pdf

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301.64 KB

Format

Adobe PDF

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