In this chapter, Whalen and Kijne critically engage with two game-based approaches—serious games and gamification—and how they can be used to support sustainable innovation. Game-based approaches have been increasingly used for purposes beyond pure entertainment, and a variety of examples from within the field of sustainability are presented. The authors discuss both the benefits and limitations of game-based approaches. Games are well suited to sustainable innovation as they can increase user motivation and illustrate complexity in relatively simple ways. However, factors such as assessment can pose a challenge and make their actual impact difficult to quantify
The transition towards more sustainable practices is one of the main challenges that companies and ...
Most of the literature on serious games and gamification calls for a shift from evaluating practices...
Most of the literature on serious games and gamification calls for a shift from evaluating practices...
In this chapter, Whalen and Kijne critically engage with two game-based approaches—serious games and...
The current industrialized world is based on patterns of production and consumption that need improv...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
The transition towards more sustainable practices is one of the main challenges that companies and ...
The transition towards more sustainable practices is one of the main challenges that companies and ...
The transition towards more sustainable practices is one of the main challenges that companies and ...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
The transition towards more sustainable practices is one of the main challenges that companies and o...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
The transition towards more sustainable practices is one of the main challenges that companies and ...
Most of the literature on serious games and gamification calls for a shift from evaluating practices...
Most of the literature on serious games and gamification calls for a shift from evaluating practices...
In this chapter, Whalen and Kijne critically engage with two game-based approaches—serious games and...
The current industrialized world is based on patterns of production and consumption that need improv...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
The transition towards more sustainable practices is one of the main challenges that companies and ...
The transition towards more sustainable practices is one of the main challenges that companies and ...
The transition towards more sustainable practices is one of the main challenges that companies and ...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
The transition towards more sustainable practices is one of the main challenges that companies and o...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
The transition towards more sustainable practices is one of the main challenges that companies and ...
Most of the literature on serious games and gamification calls for a shift from evaluating practices...
Most of the literature on serious games and gamification calls for a shift from evaluating practices...