Print Email Facebook Twitter Gamified apps for sustainable consumption Title Gamified apps for sustainable consumption: A systematic review Author Guillén, Georgina M. (Tampere University) Galeote, Daniel Fernández (Tampere University) Sicevic, Nevena (Tampere University) Hamari, Juho (Tampere University) Quist, J.N. (TU Delft Energy and Industry) Contributor Bujić, Mila (editor) Koivisto, Jonna (editor) Hamari, Juho (editor) Date 2022 Abstract Mobile apps are ubiquitous, affecting our everyday practices because “there is always an app for that”. In this vein, there have been a significant number of apps devised to support people’s lifestyles to make them more sustainable. This study aims to draw an overview of gamified mobile apps for sustainable consumption. Following a systematic process, this study analyzes 67 gamified apps’ sustainability approaches and gamification concepts. It was found that (1) sustainable consumption is generally presented as the efficient use of resources to impact the environment positively, rarely addressing societal impacts or economic gains from shifting consumption practices. Other findings include (2) a lack of diversity in gamification characteristics, given the prevalence of direct communication with the user, the absence of virtual identities, and most apps targeting behavior change without attitude change. A potentially problematic design choice is (3) the presence, in some cases, of external rewards that are often contradictory to the message of sustainable consumption as they lead to more consumption. Nonetheless, based on most apps embedding sustainable consumption activities in the gamification concept and having a large number of users, it is possible to conclude that gamification has the potential to motivate shifts in their users’ lifestyles. Subject gamificationMobile appsreviewsustainable consumption To reference this document use: http://resolver.tudelft.nl/uuid:b81c988e-a8ab-4f5c-805f-e3dd5b962fcc Source GamiFIN Conference 2022, 3147 Event 6th International GamiFIN Conference, GamiFIN 2022, 2022-04-26 → 2022-04-29, Virtual, Tampere, Finland Series CEUR Workshop Proceedings, 1613-0073 Part of collection Institutional Repository Document type conference paper Rights © 2022 Georgina M. Guillén, Daniel Fernández Galeote, Nevena Sicevic, Juho Hamari, J.N. Quist Files PDF paper14.pdf 753.2 KB Close viewer /islandora/object/uuid:b81c988e-a8ab-4f5c-805f-e3dd5b962fcc/datastream/OBJ/view