TY - GEN
T1 - Gamified apps for sustainable consumption
T2 - 6th International GamiFIN Conference, GamiFIN 2022
AU - Guillén, Georgina M.
AU - Galeote, Daniel Fernández
AU - Sicevic, Nevena
AU - Hamari, Juho
AU - Quist, Jaco
PY - 2022
Y1 - 2022
N2 - Mobile apps are ubiquitous, affecting our everyday practices because “there is always an app for that”. In this vein, there have been a significant number of apps devised to support people’s lifestyles to make them more sustainable. This study aims to draw an overview of gamified mobile apps for sustainable consumption. Following a systematic process, this study analyzes 67 gamified apps’ sustainability approaches and gamification concepts. It was found that (1) sustainable consumption is generally presented as the efficient use of resources to impact the environment positively, rarely addressing societal impacts or economic gains from shifting consumption practices. Other findings include (2) a lack of diversity in gamification characteristics, given the prevalence of direct communication with the user, the absence of virtual identities, and most apps targeting behavior change without attitude change. A potentially problematic design choice is (3) the presence, in some cases, of external rewards that are often contradictory to the message of sustainable consumption as they lead to more consumption. Nonetheless, based on most apps embedding sustainable consumption activities in the gamification concept and having a large number of users, it is possible to conclude that gamification has the potential to motivate shifts in their users’ lifestyles.
AB - Mobile apps are ubiquitous, affecting our everyday practices because “there is always an app for that”. In this vein, there have been a significant number of apps devised to support people’s lifestyles to make them more sustainable. This study aims to draw an overview of gamified mobile apps for sustainable consumption. Following a systematic process, this study analyzes 67 gamified apps’ sustainability approaches and gamification concepts. It was found that (1) sustainable consumption is generally presented as the efficient use of resources to impact the environment positively, rarely addressing societal impacts or economic gains from shifting consumption practices. Other findings include (2) a lack of diversity in gamification characteristics, given the prevalence of direct communication with the user, the absence of virtual identities, and most apps targeting behavior change without attitude change. A potentially problematic design choice is (3) the presence, in some cases, of external rewards that are often contradictory to the message of sustainable consumption as they lead to more consumption. Nonetheless, based on most apps embedding sustainable consumption activities in the gamification concept and having a large number of users, it is possible to conclude that gamification has the potential to motivate shifts in their users’ lifestyles.
KW - gamification
KW - Mobile apps
KW - review
KW - sustainable consumption
UR - http://www.scopus.com/inward/record.url?scp=85132245205&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85132245205
VL - 3147
T3 - CEUR Workshop Proceedings
SP - 135
EP - 145
BT - GamiFIN Conference 2022
A2 - Bujić, Mila
A2 - Koivisto, Jonna
A2 - Hamari , Juho
Y2 - 26 April 2022 through 29 April 2022
ER -