Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies
نویسندگان
چکیده
The current patterns of production and consumption in the industrialized world are not sustainable. The goods and services we consume cause resource extractions, greenhouse gas emissions and other environmental impacts that are already affecting the conditions of living on Earth. To support the transition toward sustainable consumption patterns, ICT applications that persuade consumers to change their behavior into a “green” direction have been developed in the field of Persuasive Technology (PT). Such persuasive systems, however, have been criticized for two reasons. First, they are often based on the assumption that information (e.g., information on individual energy consumption) causes behavior change, or a change in awareness and attitude that then changes behavior. Second, PT approaches assume that the designer of the system starts from objective criteria for “sustainable” behavior and is able to operationalize them in the context of the application. In this chapter, we are exploring the potential of gamification to overcome the limitations of persuasive systems. Gamification, the process of using game elements in a non-game context, opens up a broader design space for ICT applications created to support sustainable consumption. In particular, a gamification-based approach may give the user more autonomy in selecting goals and relating individual action to social interaction. The idea of gamification may also help designers to view the user’s actions in a broader context and to recognize the relevance of different motivational aspects of social interaction, such as competition and cooperation. Based on this discussion we define basic requirements to be used as guidance in gamificationbased motivation design for sustainable consumption.
منابع مشابه
The Role of Information Technology in Sustainable Economic Development
While western corporate operating procedures were adequate in a world where resource consumption was dominated by a small segment of the population, their application on a global scale is not sustainable. At the same time, the inefficiencies inherent in industry in developing and lesser developed countries is also not an option as global consumption increases. New corporate operating procedures...
متن کاملGenerating Personalized Challenges to Enhance the Persuasive Power of Gamification
While gamification is often effective in incentivizing behavioral changes, well-known limitations concern retaining the interest of players over the long term, and sustaining the new behaviors promoted through the game. To make the gamification user experience more varied and compelling, we propose an approach based on the Procedural Content Generation of personalized and contextualized playabl...
متن کاملFostering Sustainable Nutrition Behavior through Gamification
The food choices consumers make have considerable consequences for the environment. In the Western world, about one-third of all negative environmental impact is directly related to food consumption. Although many consumers are concerned about environmental issues, this frequently has little effect on actual nutritional behavior and new approaches are needed to convert good intentions into acti...
متن کاملUsing persuasive technology to encourage sustainable behavior
In this paper sustainable consumption is conceptualized as the result of various types of interactions between users and systems. We review attempts to promote sustainable behavior and discuss contributions by using persuasive technology. In particular, we focus on the appraisal of climate risks and interactive approaches to influence energy consumption in households.
متن کاملAce That Game: Educating Students to Gamified Design Thinking
Undergraduate information system (IS) and software engineering (SE) students are required to plan and deliver a project in their last year of study. These projects are intended to enhance business processes in firms, but often are not in use later on. One reason that can explain this is the fact the employees in the firm do not want to use the system created by the students, due to various reas...
متن کامل