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. Both gamification and persuasive technology have become more pervasive elements in the research community in the domain of human-computer interaction (HCI) and information systems. This paper argues for research addressing the designing of these systems since we currently have a vague understanding of the important underlying mechanism. Sustainability is genuinely complex and the designer of a persuasive system with a set sustainability goal must consider numerous parameters when designing the artefact
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Research into the values motivating unsustainable behavior has generated unique insight into how NGO...
Sustainable living is to a large extent the outcome of how consumers use the technology surrounding ...
This work in progress presents some initial findings concerning the use of gamification and persuasi...
The current patterns of production and consumption in the industrialized world are not sustainable. ...
Abstract Gamification and persuasive technologies can change behaviors leading to desired outcomes,...
Gamification and persuasive technologies can change behaviors leading to desired outcomes, such as i...
Gamification and persuasive technologies can change behaviors leading to desired outcomes, such as i...
In a world affected by the constant growth and concentration of the population in urban areas, the p...
In a world affected by the constant growth and concentration of the population in urban areas, the ...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
The current industrialized world is based on patterns of production and consumption that need improv...
The purpose of this master’s thesis is to examine whether gamification could motivate and amplify pr...
Abstract In a world affected by the constant growth and concentration of the population in urban ar...
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon tha...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Research into the values motivating unsustainable behavior has generated unique insight into how NGO...
Sustainable living is to a large extent the outcome of how consumers use the technology surrounding ...
This work in progress presents some initial findings concerning the use of gamification and persuasi...
The current patterns of production and consumption in the industrialized world are not sustainable. ...
Abstract Gamification and persuasive technologies can change behaviors leading to desired outcomes,...
Gamification and persuasive technologies can change behaviors leading to desired outcomes, such as i...
Gamification and persuasive technologies can change behaviors leading to desired outcomes, such as i...
In a world affected by the constant growth and concentration of the population in urban areas, the p...
In a world affected by the constant growth and concentration of the population in urban areas, the ...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
The current industrialized world is based on patterns of production and consumption that need improv...
The purpose of this master’s thesis is to examine whether gamification could motivate and amplify pr...
Abstract In a world affected by the constant growth and concentration of the population in urban ar...
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon tha...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Research into the values motivating unsustainable behavior has generated unique insight into how NGO...
Sustainable living is to a large extent the outcome of how consumers use the technology surrounding ...