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Fostering Sustainable Nutrition Behavior through Gamification

Author

Listed:
  • Verena Berger

    (Institute of Marketing Management, School of Management and Law, Zurich University of Applied Sciences (ZHAW), Stadthausstrasse 14, Winterthur CH-8400, Switzerland)

  • Ulf Schrader

    (Chair of Economic Education and Sustainable Consumption, Technische Universität Berlin, Secretariat MAR 1-1, Marchstrasse 23, Berlin D-10587, Germany)

Abstract

The food choices consumers make have considerable consequences for the environment. In the Western world, about one-third of all negative environmental impact is directly related to food consumption. Although many consumers are concerned about environmental issues, this frequently has little effect on actual nutritional behavior and new approaches are needed to convert good intentions into action. Gamification could be a possible way to encourage both self-efficacy on the part of the consumer as well as normalizing such behavior socially. In this paper, central elements of the behavioral change model HAPA (health action process approach) are introduced to a gamification concept. The underlying frameworks of both concepts are then analyzed in order to develop propositions for use in the design of an effective gamification setting to promote sustainable nutritional behavior (SNB).

Suggested Citation

  • Verena Berger & Ulf Schrader, 2016. "Fostering Sustainable Nutrition Behavior through Gamification," Sustainability, MDPI, vol. 8(1), pages 1-15, January.
  • Handle: RePEc:gam:jsusta:v:8:y:2016:i:1:p:67-:d:62067
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    References listed on IDEAS

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    Cited by:

    1. Aguiar-Castillo Lidia & Rufo-Torres Julio & De Saa-Pérez Petra & Perez-Jimenez Rafael, 2018. "How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application," Sustainability, MDPI, vol. 10(5), pages 1-20, May.
    2. Hsi-Peng Lu & Hui-Chen Ho, 2020. "Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications," Sustainability, MDPI, vol. 12(10), pages 1-19, May.
    3. Alfonso D. Gajardo Sánchez & Luis R. Murillo-Zamorano & Joséà ngel López-Sánchez & Carmen Bueno-Muñoz, 2023. "Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda," SAGE Open, , vol. 13(4), pages 21582440231, December.
    4. Yen, Barbara T.H. & Mulley, Corinne & Meza, Gerardo, 2023. "Exploring the attitudes and perceptions influencing user participation in gamification schemes for TDM," Research in Transportation Economics, Elsevier, vol. 99(C).
    5. Maria Elena Latino & Marta Menegoli & Fulvio Signore & Maria Chiara De Lorenzi, 2023. "The Potential of Gamification for Social Sustainability: Meaning and Purposes in Agri-Food Industry," Sustainability, MDPI, vol. 15(12), pages 1-18, June.

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