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Gamification approaches for education and engagement on pro-environmental behaviors: searching for best practices

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Abstract

Education is a key factor to respond to the threat of climate change, increasing not only knowledge but also encouraging changes in attitudes and behaviors to adopt sustainable
lifestyles. Scholars and practitioners in the field of education call for innovative ways of engaging youth—a reason why gamification has gained more attention in recent years. This paper aims at
exploring the role of gamification in aecting pro-environmental behavioral change and searching for best practices for educational purposes. For that aim, pro-environmental gamification platforms are identified and analyzed by applying two dierent frameworks: the Octalysis Framework and the Climate Change Engagement through Games Framework. After scanning 181 cases, a final sample of six is analyzed and two of them are selected as best practices with higher potential to engage users in
pro-environmental behavioral change: SaveOhno and JouleBug. Meaning, ownership, and social influence, as well as achievability, challenge, and credibility, are seen as core elements that can
increase the success of gamification platforms. In conclusion, the more attributes are enclosed in the gamification design, the stronger physical and mental connections it builds up with participants.
Insights from this study can help educators to select best practices and gamification designers to better influence behavioral change through game mechanics.
Original languageEnglish
JournalSustainability
Publication statusPublished - 3 Jun 2020

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 07 - Affordable and Clean Energy
    SDG 07 Affordable and Clean Energy
  2. SDG 09 - Industry, Innovation, and Infrastructure
    SDG 09 Industry, Innovation, and Infrastructure
  3. SDG 11 - Sustainable Cities and Communities
    SDG 11 Sustainable Cities and Communities
  4. SDG 13 - Climate Action
    SDG 13 Climate Action
  5. SDG 17 - Partnerships for the Goals
    SDG 17 Partnerships for the Goals

Keywords

  • gamification
  • games
  • behavior change
  • education
  • engagement
  • motivation
  • climate change

Research Focus Areas Hanze University of Applied Sciences * (mandatory by Hanze)

  • Energy

Publinova themes

  • Economics and Management
  • ICT and Media
  • People and Society
  • Technology

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