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Gamification of persuasive systems for sustainability

Tobias Nystrom
2017 2017 Sustainable Internet and ICT for Sustainability (SustainIT)  
This work in progress presents some initial findings concerning the use of gamification and persuasive technology in the domain of reaching a set sustainability goal by using persuasive systems.  ...  Sustainability is genuinely complex and the designer of a persuasive system with a set sustainability goal must consider numerous parameters when designing the artefact.  ...  Fig. 1 . 1 The three problem domains in gamification of persuasive systems for sustainability.  ... 
doi:10.23919/sustainit.2017.8379815 dblp:conf/ifip6-3/Nystrom17 fatcat:efbwnkbzmvcx7b5bjwm47lanfa

Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies [chapter]

Martina Z. Huber, Lorenz M. Hilty
2014 Advances in Intelligent Systems and Computing  
In this chapter, we are exploring the potential of gamification to overcome the limitations of persuasive systems.  ...  Such persuasive systems, however, have been criticized for two reasons.  ...  The application of PT in the domain of ecological sustainability has created the special case of "persuasive sustainability systems" (PSSs).  ... 
doi:10.1007/978-3-319-09228-7_22 fatcat:7psn2owl6vegzprdrb7bi4qpjq

Selecting Persuasive Strategies and Game Design Elements for Encouraging Energy Saving Behavior

Li-Hsing Shih, Yi-Cin Jheng
2017 Sustainability  
Design for sustainable behavior has become more important for product or service design considering environmental sustainability in the use stage.  ...  The work begins with screening commonly employed persuasive strategies based on literature and the analysis of existing cases in design for energy-saving behavior.  ...  Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/su9071281 fatcat:76cjmiopqjdtzamirja65xsh2m

Persuasive Technologies for Sustainable Urban Mobility [article]

Evangelia Anagnostopoulou, Efthimios Bothos, Babis Magoutas, Johann Schrammel, Gregoris Mentzas
2016 arXiv   pre-print
We also discuss the possible role of context-aware persuasive systems for increasing the number of sustainable choices.  ...  Finally, recommendations for future investigations on scholarly persuasive systems are proposed.  ...  Persuasive Systems Persuasive systems aim to change behaviour related to sustainability typically by raising individuals' awareness of their choices, behaviour patterns and the consequences of their activities  ... 
arXiv:1604.05957v1 fatcat:p3wwuwc3tzfprjx226e4pviiyi

Using Game Psychology in Information System Design for Sustainable Behavior Changes

Danny Oldenhave, Theo van der Weide, Stijn Hoppenbrouwers, Jos Sauren
2016 2016 IEEE 18th Conference on Business Informatics (CBI)  
In this paper we introduce Persuasive and Motivational Design (PMD) for information system design methods.  ...  This method applies Game Psychology as a safeguard to guarantee sustainable behavior changes that are required for a successful introduction of solutions designed with PMD.  ...  can deliberately and purposefully design for sustainable behavior change using gamification during the design of an information system.  ... 
doi:10.1109/cbi.2016.34 dblp:conf/wecwis/OldenhaveWHS16 fatcat:et5jbwvadzc6hjr2mtoaweg5aq

The GAMIFICATION DESIGN PROCESS FOR THE AGING SOCIETY IN THAILAND

Wilawan Inchamnan
2019 Humanities & Social Sciences Reviews  
The survey has been used to find the process of sustainable aging design starting with the sustainable living factors in Thailand.  ...  Purpose of the study: This study aims to examine the gamification design process for aging people in Thailand to encourage memorable experiences and to yield behavioral outcomes.  ...  Gamification can be persuasive in changing people's mindsets, behavior and culture sustainably.  ... 
doi:10.18510/hssr.2019.716 fatcat:qpctam4eenfyheocgoopwfnhjq

Persuasive Technologies for Sustainable Mobility: State of the Art and Emerging Trends

Evangelia Anagnostopoulou, Efthimios Bothos, Babis Magoutas, Johann Schrammel, Gregoris Mentzas
2018 Sustainability  
We provide a review of 44 papers on persuasive technology for sustainable transportation aiming to (i) answer important questions regarding the effectiveness of persuasive technology for changing mobility  ...  Note that we do not include related work that is not grounded on persuasive technologies and for example makes use of incentives or other types of means for nudging users toward sustainable transportation  ...  Conflicts of Interest: The authors declare no conflicts of interest.  ... 
doi:10.3390/su10072128 fatcat:vejz7gamufahddupim25njhycu

Aiding Users in Green IS Adoption with Persuasive Systems Design

Nataliya Shevchuk, Harri Oinas-Kukkonen
2020 Urban Science  
In the theoretical background, main concepts, especially sustainable behavior, Green IS, IS adoption, persuasive systems, and persuasive systems design (PSD) model are presented.  ...  Overviews of these studies are presented and the studies were analyzed as a whole. The reviewed studies suggest that the PSD model has a high potential for becoming a tool for Green IS enhancement.  ...  Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/urbansci4040052 fatcat:b76cykxlrzckbebdel4us2wtkq

An Exploratory Study of Health Habit Formation Through Gamification [article]

Anna Iurchenko
2017 arXiv   pre-print
Results indicate the different level of user engagement depending on the presence of gamification elements and suggest that there is value in adding game elements to the user experience.  ...  Gamification techniques are promising in promoting healthy behaviors and delivering health promotion information.  ...  TABLE 1 . 1 The persuasive architecture of gamification and popular gamification tactics.  ... 
arXiv:1708.04418v2 fatcat:z42h4s6o2zhdhn5apc44k3ktla

Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

Brian Cugelman
2013 JMIR Serious Games  
This editorial provides a behavioral science view on gamification and health behavior change, describes its principles and mechanisms, and reviews some of the evidence for its efficacy.  ...  Finally, this editorial provides criteria that can be used to assess when gamification provides a potentially promising framework for digital health interventions.  ...  A persuasive architecture is the optimal blend of persuasive strategies for a particular application [2] .  ... 
doi:10.2196/games.3139 pmid:25658754 pmcid:PMC4307817 fatcat:db3yovyxdvbe5hwhrpogk6t5uq

Personalization in Serious and Persuasive Games and Gamified Interactions

Marc Busch, Elke Mattheiss, Rita Orji, Andrzej Marczewski, Wolfgang Hochleitner, Michael Lankes, Lennart E. Nacke, Manfred Tscheligi
2015 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '15  
Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems.  ...  It has been shown that personalized serious and persuasive games and gamified interactions can increase effectivity of supporting behavior change compared to "one-size-fits all"-systems.  ...  In this manner, gamification mechanisms can be used for persuasive systems.  ... 
doi:10.1145/2793107.2810260 dblp:conf/chiplay/BuschMOMHLNT15 fatcat:mixizuvup5dszc4zxi7mtqy4ku

How to Engage with Sustainability Issues We Rarely Experience? A Gamification Model for Collective Awareness Platforms in Water-Related Sustainability

Ksenia Koroleva, Jasminko Novak
2020 Sustainability  
The findings will inform the design of gamification models for collective awareness platforms in sustainability-related domains.  ...  In this paper, we discuss the development, implementation, and assessment of a gamification model for a collective awareness platform for water-related sustainability challenges.  ...  Acknowledgments: We acknowledge Darien Miranda for help in implementing the gamified visualization dashboard and Eduardo Calvillo for contributing some initial ideas on gamification.  ... 
doi:10.3390/su12020712 fatcat:4ks45fugmjhj7hod4cmp3ajfwi

Effective Gamification Design: A Literature Review

Yongwen Xu
2015 The SIJ Transactions on Computer Science Engineering & its Applications (CSEA)  
While some see the bigger potentials of sustainable gamification with deeper researches in the intrinsic rewards from good game designs.  ...  There was a definite feeling of infancy of gamification, be it the definition of gamification or the effectiveness of gamification.  ...  Achievers Levels a system of reward for a cumulation of points, often are unlocked as players progress to higher levels.  ... 
doi:10.9756/sijcsea/v3i2/03040120201 fatcat:ktgzmtgpf5ccpn3bzbojjh6fpa

SGI: A Framework for Increasing the Sustainability of Gamification Impact

Alaa AlMarshedi, Vanissa Wanick, Gary B. Wills, Ashok Ranchhod
2015 International Journal for Infonomics  
However, the amount of research undertaken on gamification is limited. One of the problems it faces is sustainability.  ...  This paper proposes a framework that aims to increase the sustainability of the desired impact of gamified applications.  ...  The Framework for Sustainable Gamification Impact (SGI) After painting a picture of the current situation of gamification and highlighting the lack of research regarding its sustainable effect, we suggest  ... 
doi:10.20533/iji.1742.4712.2015.0123 fatcat:dwkql6ccyjaixc4jup77n77vaq

The Ethics of Gamification in a Marketing Context

Andrea Stevenson Thorpe, Stephen Roper
2017 Journal of Business Ethics  
The paper draws on different schools of ethics to examine gamification as an overall system, as well as its constituent parts.  ...  This discussion leads to a rationale and suggestions for how gamification could be regulated and/or controlled by more informal codes of conduct.  ...  the persuasive power of gamified systems.  ... 
doi:10.1007/s10551-017-3501-y fatcat:cln5z6fjtngmfjonvvz7pwcnfm
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