2019
DOI: 10.3390/su11185034
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Becoming FEW Conscious: A Conceptual Typology of Household Behavior Change Interventions Targeting the Food-Energy-Water (FEW) Nexus

Abstract: The food-energy-water (FEW) nexus presents an opportunity to rethink predominant approaches to household behavior change science. We linked emerging FEW nexus research with existing literature examining household consumption and pro-environmental behaviors. While a large body of work examines the environmental impacts of household life and explores pathways to behavior change for sustainability, the literature lacks studies that test interventions in multiple FEW resource categories, leaving researchers unable… Show more

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Cited by 21 publications
(12 citation statements)
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“…A systematic review provides an added value by making explicit some of the existing gaps in research and help to the planning of further research in the area of the study [38]. While exploring gamification for individual sustainable consumption is not an entirely new concept [27,73,107] the research looked into ways to relate the two disciplines of study, gamification and individual sustainable consumption, particularly in the living areas of mobility, food and recreation by analyzing how the research about these two disciplines is carried out. The scientific novelty of this research lies on its design and conceptual model, as it builds upon the notions of Practice Theory as main analytical focus and has an intent-impact three dimensional framework [9] as a reference.…”
Section: Conclusion and Further Researchmentioning
confidence: 99%
“…A systematic review provides an added value by making explicit some of the existing gaps in research and help to the planning of further research in the area of the study [38]. While exploring gamification for individual sustainable consumption is not an entirely new concept [27,73,107] the research looked into ways to relate the two disciplines of study, gamification and individual sustainable consumption, particularly in the living areas of mobility, food and recreation by analyzing how the research about these two disciplines is carried out. The scientific novelty of this research lies on its design and conceptual model, as it builds upon the notions of Practice Theory as main analytical focus and has an intent-impact three dimensional framework [9] as a reference.…”
Section: Conclusion and Further Researchmentioning
confidence: 99%
“…Consciousness has proven to be a good trade-off for behavioural change. In fact, non-specific information together with tailored information and persistent feedback can lead to a change in habits [27]. Education in physical activity for back care might provide students with the ability to manage their own physical activity in a healthier way, since it is a significant learning based on knowledge which adolescents can put to practical use [10,13].…”
Section: Introductionmentioning
confidence: 99%
“…Gamification consists of applying game design principles to a non-gaming context such as changing energy consumption habits [1]. The principles of gamification include clear progression paths with achievable goals, levels and rewards, giving players agency over their actions, making use of strategy and novelty to engage players, providing feedback, making use of social comparison or competition, encouraging cooperation between players, or various combinations of these principles [2,3,4,5]. Gamification helps create an environment in which individuals are intrinsically motivated to engage with material related to the area where behavior changed is desirable [6].…”
mentioning
confidence: 99%