2017 Sustainable Internet and ICT for Sustainability (SustainIT) 2017
DOI: 10.23919/sustainit.2017.8379815
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Gamification of persuasive systems for sustainability

Abstract: This work in progress presents some initial findings concerning the use of gamification and persuasive technology in the domain of reaching a set sustainability goal by using persuasive systems. Both gamification and persuasive technology have become more pervasive elements in the research community in the domain of human-computer interaction (HCI) and information systems. This paper argues for research addressing the designing of these systems since we currently have a vague understanding of the important und… Show more

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Cited by 3 publications
(1 citation statement)
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“…One popular example of a PT is the use of gamification to change behavior (e.g. persuade towards sustainability see [39]). Commonly gamification is defined as the use of game elements in a non-game context [13] or as a process of providing affordances for gameful experiences which support the customers' overall value creation [27].…”
Section: Persuasive Technologymentioning
confidence: 99%
“…One popular example of a PT is the use of gamification to change behavior (e.g. persuade towards sustainability see [39]). Commonly gamification is defined as the use of game elements in a non-game context [13] or as a process of providing affordances for gameful experiences which support the customers' overall value creation [27].…”
Section: Persuasive Technologymentioning
confidence: 99%