Literature DB >> 34052619

Gamification to prevent climate change: a review of games and apps for sustainability.

Benjamin D Douglas1, Markus Brauer2.   

Abstract

Gamification, the application of game design principles to a nongaming context, has been used to promote pro-environmental behaviors. Such principles have been implemented in board games, team competitions, electronic games, smartphone apps, and in apps that researchers developed primarily to collect data. We review the games and apps that have been evaluated in empirical research in the last 5 years and provide a list of apps and games that have yet to be tested. Gamification has been used for sustainability education, energy reduction, transportation, air quality, waste management, and water conservation. Although we do not know yet why certain games and apps are more effective than others, gamification appears to be a promising avenue for preventing climate change.
Copyright © 2021 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Apps; Climate change; Games; Gamification; Sustainability

Mesh:

Year:  2021        PMID: 34052619     DOI: 10.1016/j.copsyc.2021.04.008

Source DB:  PubMed          Journal:  Curr Opin Psychol        ISSN: 2352-250X


  2 in total

1.  The Impact of Online Environmental Platform Services on Users' Green Consumption Behaviors.

Authors:  Yuan Ma; Changshan Liu
Journal:  Int J Environ Res Public Health       Date:  2022-06-30       Impact factor: 4.614

2.  Designing and Implementing the MySusCof App-A Mobile App to Support Food Waste Reduction.

Authors:  Rainer Haas; Hakan Aşan; Onur Doğan; Claus Rainer Michalek; Özlem Karaca Akkan; Zeki Atıl Bulut
Journal:  Foods       Date:  2022-07-26
  2 in total

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