Gaming as a driver for social behaviour change for sustainability

Satyakam Sharma, Kin Wai Michael Siu

Research output: Chapter in book / Conference proceedingConference article published in proceeding or bookAcademic researchpeer-review

3 Citations (Scopus)

Abstract

Social interventions emerging from the field of social psychology have drawn attention to the social dimension of behaviour change for meeting sustainability objectives. Gamified Behaviour Change Programmes (GBCPs) are one such example, which have been quite effective in stimulating a positive change in behaviour and in establishing a culture of sustainability within the targeted groups. Gaming is an integral part of GBCPs as it adds fun and excitement to the process and motivates the players to adopt sustainable actions in a playful way. By investigating some of the effectively implemented cases of GBCPs, the study intends to develop a deeper understanding of the process of social behaviour change, particularly of the role that elements of game mechanics play in engaging and motivating the participants and in facilitating an influential social environment for behaviour change. This understanding would provide some essential touchpoints for applying game mechanics to the process of social behaviour change for environmental benefit.
Original languageEnglish
Title of host publicationAdvances in Human Factors in Wearable Technologies and Game Design - Proceedings of the AHFE 2017 International Conference on Advances in Human Factors and Wearable Technologies, 2017
EditorsChristianne Falcao, Tareq Ahram
PublisherSpringer Verlag
Pages258-266
Number of pages9
ISBN (Print)9783319606385
DOIs
Publication statusPublished - 1 Jan 2018
EventAHFE 2017 International Conference on Advances in Human Factors and Wearable Technologies, 2017 - Los Angeles, United States
Duration: 17 Jul 201721 Jul 2017

Publication series

NameAdvances in Intelligent Systems and Computing
Volume608
ISSN (Print)2194-5357

Conference

ConferenceAHFE 2017 International Conference on Advances in Human Factors and Wearable Technologies, 2017
Country/TerritoryUnited States
CityLos Angeles
Period17/07/1721/07/17

Keywords

  • Gaming
  • Social behaviour change
  • Social innovation
  • Sustainable behaviour

ASJC Scopus subject areas

  • Control and Systems Engineering
  • General Computer Science

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