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Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices

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  • Tania Ouariachi

    (Professorship Communication, Behaviour & the Sustainable Society, EnTranCe, Center of Expertise Energy, Hanze University of Applied Sciences, Zernikeplein 7, 9747 AS Groningen, The Netherlands)

  • Chih-Yen Li

    (Professorship Communication, Behaviour & the Sustainable Society, EnTranCe, Center of Expertise Energy, Hanze University of Applied Sciences, Zernikeplein 7, 9747 AS Groningen, The Netherlands)

  • Wim J. L. Elving

    (Professorship Communication, Behaviour & the Sustainable Society, EnTranCe, Center of Expertise Energy, Hanze University of Applied Sciences, Zernikeplein 7, 9747 AS Groningen, The Netherlands)

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 affecting 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 different 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.

Suggested Citation

  • Tania Ouariachi & Chih-Yen Li & Wim J. L. Elving, 2020. "Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices," Sustainability, MDPI, vol. 12(11), pages 1-14, June.
  • Handle: RePEc:gam:jsusta:v:12:y:2020:i:11:p:4565-:d:366863
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    References listed on IDEAS

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    Cited by:

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    6. María Jesús Santos-Villalba & Juan José Leiva Olivencia & Magdalena Ramos Navas-Parejo & María Dolores Benítez-Márquez, 2020. "Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study," Sustainability, MDPI, vol. 12(20), pages 1-20, October.
    7. Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero & Laura Guerrero-Puerta & José M. Aguilar-Parra & Rubén Trigueros & Antonio Alias, 2021. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education," Sustainability, MDPI, vol. 13(4), pages 1-14, February.
    8. Alt, Marius & Gallier, Carlo, 2022. "Incentives and intertemporal behavioral spillovers: A two-period experiment on charitable giving," Journal of Economic Behavior & Organization, Elsevier, vol. 200(C), pages 959-972.
    9. Paula Rodríguez-Rivera & Ana Manzano-León & María Dolores Dapía Conde & José M. Rodríguez-Ferrer, 2023. "Unleashing Creativity and Cooperation: A Qualitative Case Study on Designing Digital Breakouts for Social Education Degrees," Societies, MDPI, vol. 13(9), pages 1-11, September.

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