Abstract Gamification and persuasive technologies can change behaviors leading to desired outcomes, such as increasing consumer loyalty, raising health awareness, or developing eco-friendly mindsets. Since gamification triggers a state of flow enabling deep engagement with information systems, we consider the impact of perceived persuasiveness and cognitive absorption on the adoption of gamified persuasive systems aimed at encouraging sustainable behaviors. Having built a research model based on existing theories and frameworks, we survey 93 participants introduced to a gamified app with persuasive systems design features. The app is a social platform that rewards users for sustainable activities, like using renewable energy, recycling, an...
Gamification lies in using elements explicitly designed for games in non-playful environments to ach...
This study analyzes the motivational processes of a gamified persuasive system in an initiative to e...
The current industrialized world is based on patterns of production and consumption that need improv...
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...
The current patterns of production and consumption in the industrialized world are not sustainable. ...
This paper explores the potential of gamification for sustainability marketing efforts, examining us...
Abstract Growing importance of sustainability resulted in increasing interest in ecologically relat...
This work in progress presents some initial findings concerning the use of gamification and persuasi...
This research tests the effectiveness of a social marketing field study on sustainable consumption c...
This research tests the effectiveness of a social marketing field study on sustainable consumption c...
Growing importance of sustainability resulted in increasing interest in ecologically related issues ...
The end of the twentieth century saw increased research on sustainability issues, particularly consu...
In a world affected by the constant growth and concentration of the population in urban areas, the p...
The purpose of this master’s thesis is to examine whether gamification could motivate and amplify pr...
Gamification lies in using elements explicitly designed for games in non-playful environments to ach...
This study analyzes the motivational processes of a gamified persuasive system in an initiative to e...
The current industrialized world is based on patterns of production and consumption that need improv...
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...
The current patterns of production and consumption in the industrialized world are not sustainable. ...
This paper explores the potential of gamification for sustainability marketing efforts, examining us...
Abstract Growing importance of sustainability resulted in increasing interest in ecologically relat...
This work in progress presents some initial findings concerning the use of gamification and persuasi...
This research tests the effectiveness of a social marketing field study on sustainable consumption c...
This research tests the effectiveness of a social marketing field study on sustainable consumption c...
Growing importance of sustainability resulted in increasing interest in ecologically related issues ...
The end of the twentieth century saw increased research on sustainability issues, particularly consu...
In a world affected by the constant growth and concentration of the population in urban areas, the p...
The purpose of this master’s thesis is to examine whether gamification could motivate and amplify pr...
Gamification lies in using elements explicitly designed for games in non-playful environments to ach...
This study analyzes the motivational processes of a gamified persuasive system in an initiative to e...
The current industrialized world is based on patterns of production and consumption that need improv...