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Green Gamification. The basic knowledge

Titel: Green Gamification. The basic knowledge

Hausarbeit , 2016 , 20 Seiten , Note: 1,0

Autor:in: Michael Beniers (Autor:in)

VWL - Umweltökonomie
Leseprobe & Details   Blick ins Buch
Zusammenfassung Leseprobe Details

This paper regards the theoretical basics of gamification. In the beginning, it tries to define and delimitate the term "Gamification". Afterward, it explains the psychological motivations behind the concept and presents the game design elements, which trigger these motivations. The third topic represents a basic guideline for good gamification design and concentrates on the topics target groups and meaningfulness. Finally, this paper focuses on the environmental area of green gamification. After an explanation, it regards some examples of green gamification and outlines some of the most important potentials as well as doubts about it. This paper gives just a general overview about gamification but represents a short summary of the basic knowledge. It is based on a comparative analysis of scientific literature and related sources.

Leseprobe


Table of Contents

1. Introduction

2. Theoretical background

2.1. Delimitation of gamification from other concepts

2.2. Intrinsic and extrinsic motivation

2.3. Elements

3. Design of gamification

3.1. Target groups

3.2. Meaningful gamification

4. Green gamification

4.1. Examples of green gamification

4.2. Potential of gamification

4.3. Doubts and problems

5. Conclusion

Research Objectives and Themes

The primary objective of this work is to provide a comprehensive overview of the theoretical foundations of gamification, its design principles, and its application as a tool for promoting pro-environmental behavior. The research investigates how game-based elements can effectively motivate individuals to address real-world environmental challenges, while critically evaluating the long-term effectiveness and potential risks of these strategies.

  • The theoretical definition and delimitation of gamification.
  • Psychological mechanisms of intrinsic and extrinsic human motivation.
  • Guidelines for effective gamification design and target group analysis.
  • Practical applications of "green gamification" in resource management and sustainable behavior.
  • Critical examination of the current research state and potential limitations of gamified environmental interventions.

Excerpt from the Book

4.1. Examples of green gamification

In the last years, a lot of gamified applications were designed in different areas. However, three of the environmental domains are extraordinary interesting to focus on: home resource consumption, personal transportation, and waste disposal and recycling behaviors. Several studies proved that these are some of the most significant domains influencing the environment. For example, SCHIPPER ET AL. estimated the total energy use of these three factors in the US in 1989 at round about 50 percent (Schipper et al., 1989, pp. 276–282). More recent studies performed BIN AND DOWLATABADI estimated the energy use of home resource consumption and transportation for 28% of total US energy use and 41% of CO2 emissions (Bin and Dowlatabadi, 2005, p. 197). Below we consider examples of green gamification for every of these domains (Froehlich, 2015, p. 570).

1. Home resource consumption: Opower - Home Energy Reports: These Reports are created and send to their customers or users periodically. They combine different behavioral science strategies such as descriptive social norms, injunctive messages, loss aversion and personalization to encourage energy efficient behaviors. In the reports the individual energy usage of the household is analyzed and compared with demographic similar neighbors and well energy-efficient neighbors. To avoid that low energy users start increasing their demand to approach to become closer to the average, Opower uses injunctive messages in the form of labels. Households can be rewarded by a "great" or "good" label on their reports and additionally with one or two smileys for being below the average. Another strategy utilizes loss aversion. It displays the gap between the specific user´s energy demand and the energy demand of the most efficient neighbor and to how much money this roughly correspondents (Figure 4). At the end, every household gets customized advice, based on the historical energy use, how to save energy in the next period. Some studies proved the positive effect of households using these reports and estimated the energy savings by an average of 2 percent. (Froehlich, 2015, pp. 571–572). The company itself writes about energy savings up to 3 percent in average (Opower).

Summary of Chapters

1. Introduction: This chapter outlines the rise of gamification as a marketing and motivational tool and establishes the scope of the paper, focusing on theoretical basics and its specific environmental applications.

2. Theoretical background: This section defines gamification as the use of game design elements in non-game contexts and explores the psychological underpinnings of intrinsic and extrinsic human motivation.

3. Design of gamification: This chapter discusses the practical requirements for successful gamification, emphasizing the necessity of identifying specific target groups and utilizing "meaningful gamification" to ensure long-term engagement.

4. Green gamification: This section explores how gamification can be applied to environmental issues, providing specific examples in resource consumption, transportation, and waste management, while weighing its potential against existing doubts.

5. Conclusion: The concluding chapter summarizes that while gamification holds potential for fostering pro-environmental behavior, its long-term effectiveness remains unproven and requires further scientific research.

Keywords

Gamification, Green Gamification, Intrinsic Motivation, Extrinsic Motivation, Pro-environmental Behavior, Eco-feedback Technology, Game Design, Behavioral Change, Sustainable Development, User Experience, Target Groups, Meaningful Gamification, Energy Efficiency, Environmental Consciousness, Serious Games

Frequently Asked Questions

What is the primary focus of this paper?

The paper examines the theoretical basics of gamification and its application in the environmental sector, commonly referred to as "green gamification."

What are the core themes addressed in the work?

Key themes include psychological motivation theories, effective design principles for gamified content, and the practical implementation of gamification to address sustainability challenges.

What is the central research objective?

The goal is to provide a summary of existing knowledge on gamification and assess its potential to trigger positive behavioral changes regarding environmental consciousness.

Which scientific methodology is utilized?

The work is based on a comprehensive comparative analysis of existing scientific literature and relevant professional sources on gamification.

What does the main body cover?

The main body covers definitions and distinctions, motivational psychology, design guidelines, specific green gamification examples (like Opower), and critical evaluations of current methods.

How would you characterize this work with keywords?

The work is best characterized by terms such as Gamification, Intrinsic Motivation, Eco-feedback Technology, Sustainable Development, and Behavioral Change.

What is "Meaningful Gamification" in the context of this study?

It refers to designing systems that transcend simple extrinsic rewards by creating meaningful connections to real-world settings, thereby sustaining user engagement over the long term.

How does the author view the effectiveness of "Green Gamification"?

The author concludes that while there is theoretical potential and some early positive results, there are significant doubts regarding long-term behavioral persistence and the ability of gamification to solve complex, multifaceted environmental problems.

Why are target groups important for gamification design?

Different user types, such as achievers or socializers, have distinct motivations; therefore, gamified applications must be adapted to these specific characteristics to be effective.

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Details

Titel
Green Gamification. The basic knowledge
Hochschule
Mykolas Romeris University
Veranstaltung
Urban Sustainable Development and Climate Change
Note
1,0
Autor
Michael Beniers (Autor:in)
Erscheinungsjahr
2016
Seiten
20
Katalognummer
V367081
ISBN (eBook)
9783668457430
ISBN (Buch)
9783668457447
Sprache
Englisch
Schlagworte
Gamification Environment Sustainability Behavior Umwelt Nachhaltigkeit Psychologie Psychology Games
Produktsicherheit
GRIN Publishing GmbH
Arbeit zitieren
Michael Beniers (Autor:in), 2016, Green Gamification. The basic knowledge, München, GRIN Verlag, https://www.grin.com/document/367081
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