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Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda
Business Strategy and the Environment ( IF 12.5 ) Pub Date : 2024-11-22 , DOI: 10.1002/bse.4021
Weng Marc Lim, Manish Das, Wamika Sharma, Aastha Verma, Rajeev Kumra

Unsustainable consumption is a pressing issue requiring innovative solutions. Gamification is a promising approach with the potential to drive a shift toward sustainable consumption. This study delivers a state‐of‐the‐art overview of gamification as a strategy for sustainable consumption, shedding light on its role at the intersection of environmental sustainability, sustainability education, sustainable behavioral changes, sustainable living, sustainable tourism, and workplace sustainability, underscoring that sustainable consumption (e.g., energy) is not only personal but also professional. This study also offers a rich organizer of antecedents (game mechanics, incentives and mechanisms, social dynamics, sustainability focus, and user experience), mediators and moderators (psychographic and socio‐cultural), controls (demographic and contextual), and outcomes (behavioral changes, consumption patterns, and psychographic shifts), alongside relevant theories and methods, to provide a finer‐grained, toolbox‐like understanding of gamification for sustainable consumption. This study concludes with avenues for future research to drive new frontiers where gamification can contribute to sustainable consumption, and by extension, the United Nations Sustainable Development Goal (SDG) 12 on Responsible Consumption and Production.

中文翻译:


可持续消费的游戏化:最先进的概述和未来议程



不可持续的消费是一个紧迫的问题,需要创新的解决方案。游戏化是一种很有前途的方法,有可能推动向可持续消费的转变。本研究对游戏化作为可持续消费策略进行了最先进的概述,阐明了它在环境可持续性、可持续性教育、可持续行为改变、可持续生活、可持续旅游和工作场所可持续性的交叉点上的作用,强调可持续消费(例如能源)不仅是个人的,而且是专业的。本研究还提供了丰富的前因(游戏机制、激励和机制、社会动态、可持续性重点和用户体验)、中介和调节器(心理和社会文化)、控制(人口和背景)和结果(行为变化、消费模式和心理转变)以及相关理论和方法,以提供对可持续消费的游戏化的更细粒度、工具箱般的理解。本研究总结了未来研究的途径,以推动游戏化可以促进可持续消费的新领域,并延伸到关于负责任消费和生产的联合国可持续发展目标 (SDG) 12。
更新日期:2024-11-22
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