The purpose of this master’s thesis is to examine whether gamification could motivate and amplify pro-environmental actions on an individual level. The study was conducted with focus interviews with experts in relevant fields of gamification and sustainability, and employees in relevant positions. The studied phenomenon was researched through the use of a gamified concept of a carbon footprint calculator. The Sitoumus2050 service and the Lifestyle test included in the service were chosen as a reference case for the study. To activate and clarify the interviewees’ understanding of gamification, a concept version of a gamified Sitoumus2050 service was designed and created as a tool to aid with the interviews. The gathered data was analysed t...
As awareness about the need to shift current individual consumption practices towards more sustainab...
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...
The current industrialized world is based on patterns of production and consumption that need improv...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
Society’s increasing demand to protect the climate puts enormous pressure on companies of all sector...
Gamification, defined as the application of game elements in a non-game environment,has in recent ye...
Sustainability has increased its meaning in businesses in recent years and based on that, many com...
Education is a key factor to respond to the threat of climate change, increasing not only knowledge ...
The current patterns of production and consumption in the industrialized world are not sustainable. ...
Forecasts predict that at the end of this century world population will reach more than ten billion....
Green gamification is a technique with the purpose of using game elements in non-game c...
The goal of this thesis is to validate whether online gamification methods can be used to introduce...
The quality of the environment is the main concern of the current world. For the improvement of envi...
Some academics are pushing for teaching staff to implement didactical practices to obtain sustainabl...
As awareness about the need to shift current individual consumption practices towards more sustainab...
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...
The current industrialized world is based on patterns of production and consumption that need improv...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
Society’s increasing demand to protect the climate puts enormous pressure on companies of all sector...
Gamification, defined as the application of game elements in a non-game environment,has in recent ye...
Sustainability has increased its meaning in businesses in recent years and based on that, many com...
Education is a key factor to respond to the threat of climate change, increasing not only knowledge ...
The current patterns of production and consumption in the industrialized world are not sustainable. ...
Forecasts predict that at the end of this century world population will reach more than ten billion....
Green gamification is a technique with the purpose of using game elements in non-game c...
The goal of this thesis is to validate whether online gamification methods can be used to introduce...
The quality of the environment is the main concern of the current world. For the improvement of envi...
Some academics are pushing for teaching staff to implement didactical practices to obtain sustainabl...
As awareness about the need to shift current individual consumption practices towards more sustainab...
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...