Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies

  • Conference paper
  • First Online:
ICT Innovations for Sustainability

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 310))

Abstract

The current patterns of production and consumption in the industrialized world are not sustainable. The goods and services we consume cause resource extractions, greenhouse gas emissions and other environmental impacts that are already affecting the conditions of living on Earth. To support the transition toward sustainable consumption patterns, ICT applications that persuade consumers to change their behavior into a “green” direction have been developed in the field of Persuasive Technology (PT). Such persuasive systems, however, have been criticized for two reasons. First, they are often based on the assumption that information (e.g., information on individual energy consumption) causes behavior change, or a change in awareness and attitude that then changes behavior. Second, PT approaches assume that the designer of the system starts from objective criteria for “sustainable” behavior and is able to operationalize them in the context of the application. In this chapter, we are exploring the potential of gamification to overcome the limitations of persuasive systems. Gamification, the process of using game elements in a non-game context, opens up a broader design space for ICT applications created to support sustainable consumption. In particular, a gamification-based approach may give the user more autonomy in selecting goals and relating individual action to social interaction. The idea of gamification may also help designers to view the user’s actions in a broader context and to recognize the relevance of different motivational aspects of social interaction, such as competition and cooperation. Based on this discussion we define basic requirements to be used as guidance in gamification-based motivation design for sustainable consumption.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 189.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 249.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. UNEP: ABC OF SCP: Clarifying concepts on sustainable consumption and production (2010)

    Google Scholar 

  2. Froehlich, J., Dillahunt, T., Klasnja, P.: UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits. In: Proceedings of the 27th International Conference on Human Factors in Computing Systems—CHI 09, pp. 1043–1052 (2009)

    Google Scholar 

  3. Fogg, B.: Creating persuasive technologies: an eight-step design process. In: Persuasive (2009)

    Google Scholar 

  4. Foster, D., Lawson, S., Blythe, M., Cairns, P.: Wattsup?: Motivating reductions in domestic energy consumption using social networks. In: Proceedings of the 6th Nordic Conference on Human-Computer Interaction Extending Boundaries—NordiCHI ’10, pp. 178–187. ACM Press, New York, NY, USA (2010)

    Google Scholar 

  5. Mankoff, J., Fussell, S.R., Dillahunt, T., Glaves, R., Grevet, C., Johnson, M., Matthews, D., Matthews, H.S., Mcguire, R., Thompson, R., Shick, A., Setlock, L.: StepGreen.org: Increasing energy saving behaviors via social networks, pp. 1–8 (2009)

    Google Scholar 

  6. Brynjarsdottir, H., Håkansson, M.: Sustainably unpersuaded: how persuasion narrows our vision of sustainability. In: CHI 2012, pp. 947–956 (2012)

    Google Scholar 

  7. Bogost, I.: Persuasive Games: The Expressive Power of Videogames. MIT Press, Cambridge (2007)

    Google Scholar 

  8. Simões, J., Redondo, R.D., Vilas, A.F.: A social gamification framework for a K-6 learning platform. Comput. Hum. Behav. 29, 1–9 (2012)

    Google Scholar 

  9. LinkedIn. https://www.linkedin.com/

  10. ResearchGate. https://www.researchgate.net

  11. OPOWER: Better information, motivation, and control for all. http://opower.com/

  12. Fogg, B.: Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kaufmann, Amsterdam (2003)

    Google Scholar 

  13. Fogg, B.: Persuasive computers: perspectives and research directions. In: SIGCHI Conference on Human Factors in Computing, pp. 225–232 (1998)

    Google Scholar 

  14. Spahn, A.: And lead us (not) into persuasion…? Persuasive technology and the ethics of communication. Sci. Eng. Ethics 18, 633–650 (2012)

    Article  Google Scholar 

  15. Froehlich, J., Findlater, L., Landay, J.: The Design of Eco-Feedback Technology. In: Proceedings of the 28th International Conference on Human Factors in Computing Systems CHI 10, pp. 1999–2008. ACM Press (2010)

    Google Scholar 

  16. McCracken, G.: Culture and consumption: a theoretical account of the structure and movement of the cultural meaning of consumer goods. J. Consum. Res. 13, 71–84 (1986)

    Article  Google Scholar 

  17. Penn, D.J.: The evolutionary roots of our environmental problems: toward a Darwinian ecology. Q. Rev. Biol. 78, 275–301 (2003)

    Article  Google Scholar 

  18. Soron, D.: Sustainability, self-identity and the sociology of consumption. Sustain. Dev. 18, 172–181 (2010)

    Article  Google Scholar 

  19. Costanza, E., Ramchurn, S.D., Jennings, N.R.: Understanding domestic energy consumption through interactive visualisation. In: Proceedings of the 2012 ACM Conference on Ubiquitous Computing UbiComp ’12, pp. 216–225. ACM Press, New York, NY, USA (2012)

    Google Scholar 

  20. Kazmi, A.H., Grady, M.J.O., Hare, G.M.P.O.: Non-intrusive identification of electrical appliances. Evolving Ambient Intell. 413, 190–195 (2013)

    Google Scholar 

  21. Figueiredo, M., Almeida, A. De, Ribeiro, B.: Non-intrusive residential electrical consumption traces. Ambient Intell-Softw. Appl. 92, 51–58 (2011)

    Google Scholar 

  22. Jackson, T.: Motivating sustainable consumption. Sustainable Development Research Network, Guildford (2005)

    Google Scholar 

  23. Benkler, Y.: Law, Policy, and Cooperation. In: Balleisen, E., Moss, D. (eds.) Government and Markets: Toward a New Theory of Regulation. pp. 1–36. Cambridge University Press (2009)

    Google Scholar 

  24. Wikipedia. http://www.wikipedia.org/

  25. Nicholson, S.: A user-centered theoretical framework for meaningful gamification. In: Martin, C., Ochsner, A., Squire, K. (eds.) Proceedings of GLS 8.0, pp. 223–230. ETC Press, Pittsburgh, PA (2012)

    Google Scholar 

  26. Stets, J., Burke, P.: A sociological approach to self and identity. In: Leary, M.R., Tangney, J.P. (eds.) Handbook of Self and Identity, pp. 1–48. Guilford Press (2003)

    Google Scholar 

  27. Greenwald, A.G., Pratkanis, A.R.: The self. In: Wyer, R.W., Srull, T.K. (eds.) Handbook of Social Cognition, pp. 129–178. Lawrence Erlbaum Associates Inc (1984)

    Google Scholar 

  28. Triandis, H.C.: The self and social behavior in differing cultural contexts. Psychol. Rev. 96, 506–520 (1989)

    Article  Google Scholar 

  29. Mead, G.: The self. In: Mead, G. (ed.) Mind Self and Society from the Standpoint of a Social Behaviorist, pp. 1–65. The University of Chicago Press (1934)

    Google Scholar 

  30. Baumeister, R.F., Leary, M.R.: The need to belong: desire for interpersonal attachments as a fundamental human motivation. Psychol. Bull. 117, 497–529 (1995)

    Article  Google Scholar 

  31. Yun, R., Scupelli, P., Aziz, A., Loftness, V.: Sustainability in the workplace: nine intervention techniques for behavior change. In: Persuasive Technology. LNCS, vol. 7822, pp. 253–265 (2013)

    Google Scholar 

  32. Zanna, M.P., Olson, J.M., Fazio, R.H.: Self-perception and attitude-behavior consistency. Pers. Soc. Psychol. Bull. 7, 252–256 (1981)

    Article  Google Scholar 

  33. Hilty, L.M.: Ehtical issues in ubiquitous computing—three technology assessment studies revisited. In: Kinder-Kurlanda, K., Ehrwein, C. (eds.) Ubiquitous Computing in the Workplace: What Ethical Issues? Springer, Heidelberg (2014) (in press)

    Google Scholar 

  34. Gustafsson, A., Gyllenswärd, M.: The power-aware cord: energy awareness through ambient information display. In: CHI 2005, pp. 1423–1426 (2005)

    Google Scholar 

  35. Takayama, C., Lehdonvirta, V., Shiraishi, M., Washio, Y., Kimura, H., Nakajima, T.: ECOISLAND: a system for persuading users to reduce CO2 emissions. In: 2009 Software Technologies for Future Dependable Distributed Systems, pp. 59–63 (2009)

    Google Scholar 

  36. Schoech, D., Boyas, J.F., Black, B.M., Elias-Lambert, N.: Gamification for behavior change: lessons from developing a social, multiuser, web-tablet based prevention game for youths. J. Technol. Hum. Serv. 31, 197–217 (2013)

    Article  Google Scholar 

  37. Tolmie, P., Chamberlain, A., Benford, S.: Designing for reportability: sustainable gamification, public engagement, and promoting environmental debate. In: Personal and Ubiquitous Computing (2013)

    Google Scholar 

  38. Zichermann, G., Cunningham, C.: Gamification by Design. O’Reilly Media, Sebastopol (2011)

    Google Scholar 

  39. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “gamification.” In: MindTrek’11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM (2011)

    Google Scholar 

  40. Schell, J.: The Art of Game Design: A Book of Lenses. CRC Press, Boca Raton (2008)

    Google Scholar 

  41. Lehman, H., Witty, P.: The Psychology of Play Activities. A.S. Barnes, New York (1927)

    Google Scholar 

  42. Juul, J.: The game, the player, the world: looking for a heart of gameness. In: Digital Games Research Conference Proceedings, pp. 1–13 (2003)

    Google Scholar 

  43. McGonigal, J.: Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press HC, New York (2011)

    Google Scholar 

  44. Ryan, R.M., Rigby, C.S., Przybylski, A.: The motivational pull of video games: a self-determination theory approach. Motiv. Emot. 30, 344–360 (2006)

    Article  Google Scholar 

  45. Koepp, M.J., Gunn, R.N., Lawrence, A.D., Cunningham, V.J., Dagher, A., Jones, T., Brooks, D.J., Bench, C.J., Grasby, P.M.: Evidence for striatal dopamine release during a video game. Nature 393, 266–268 (1998)

    Google Scholar 

  46. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper Perennial Modern Classics, New York (1990)

    Google Scholar 

  47. Dreyfus, S.E., Dreyfus, H.L.: A five-stage model of the mental activities involved in directed skill acquisition, pp. 0–18. California University Berkeley Operations Research Center (1980)

    Google Scholar 

  48. Dreyfus, S.E.: The five-stage model of adult skill acquisition. Bull. Sci. Technol. Soc. 24, 177–181 (2004)

    Article  Google Scholar 

  49. Peng, W., Hsieh, G.: The influence of competition, cooperation, and player relationship in a motor performance centered computer game. Comput. Hum. Behav. 28, 2100–2106 (2012)

    Article  Google Scholar 

  50. Romero, M., Usart, M., Ott, M., Earp, J., de Freitas, S., Arnab, S.: Learning through playing for or against each other? Promoting collaborative learning in digital game based learning. In: Proceedings of ECIS 2012, Paper 93, pp. 7–17. AIS Electronic Library (AISeL) (2012)

    Google Scholar 

  51. Seif El-Nasr, M., Aghabeigi, B., Milam, D., Erfani, M., Lameman, B., Maygoli, H., Mah, S.: Understanding and evaluating cooperative games. In: Proceedings of the 28th International Conference on Human factors in Computing Systems—CHI ’10, pp. 253–262. ACM Press, New York, NY, USA (2010)

    Google Scholar 

  52. Yee, N.: Motivations for play in online games. Cyberpsychol. Behav.: Impact Internet, Multimedia Virtual Reality Behav. Soc. 9, 772–775 (2006)

    Article  Google Scholar 

  53. Bandura, A.: Social Learning Theory. General Learning Press, New York, pp. 1–46 (1971)

    Google Scholar 

  54. Gamification. What are some car companies that use game mechanics? in which models and how?. http://www.quora.com/Gamification/What-are-some-car-companies-that-use-game-mechanics-In-which-models-and-how

  55. Lee, J.J., Hammer, J.: Gamification in education: what, how, why bother? Acad. Exch. Q. 15, 1–5 (2011)

    Google Scholar 

  56. Deterding, S.: Situated motivational affordances of game elements: a conceptual model. In: CHI 2011, pp. 1–4 (2011)

    Google Scholar 

  57. Kankanhalli, A., Taher, M., Cavusoglu, H., Kim, S.: Gamification: a new paradigm for online user engagement. In: Thirty Third International Conference on Information Systems, Orlando, pp. 1–10 (2012)

    Google Scholar 

  58. Bartle, R.: Virtual worlds: why people play. Massively Multiplayer Game Development 2, pp. 1–16. Charles River Media, Rockland, MA (2005)

    Google Scholar 

  59. The Science Behind Radar Speed Signs as Neurobehavioral Activators. http://www.radarsign.com/the-science-behind-radar-speed-signs-as-neurobehavioral-activators/

  60. Hong, K.J.: Player types: watch for moving targets. http://blog.kennethjhong.com/2012/08/player-types-watch-for-moving-targets.html

  61. Bartle, R.: Hearts, Clubs, Diamonds, Spades: Players Who Suit Muds. http://www.mud.co.uk/richard/hcds.htm

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Lorenz M. Hilty .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this paper

Cite this paper

Huber, M.Z., Hilty, L.M. (2015). Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies. In: Hilty, L., Aebischer, B. (eds) ICT Innovations for Sustainability. Advances in Intelligent Systems and Computing, vol 310. Springer, Cham. https://doi.org/10.1007/978-3-319-09228-7_22

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-09228-7_22

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-09227-0

  • Online ISBN: 978-3-319-09228-7

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics