CHI '13 Extended Abstracts on Human Factors in Computing Systems 2013
DOI: 10.1145/2468356.2468623
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Greenify

Abstract: At Teachers College, Columbia University, the Games Research Lab has created Greenify, an online social platform designed to foster flourishing sustainable communities. Gamification elements facilitated the creation and completion of user-generated missions, encouraging interaction between geographically proximate communities of peers. Three elements were identified as necessary components to achieve sustainable communities: a healthy climate and environment, social well-being, and economic security. This pape… Show more

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Cited by 28 publications
(19 citation statements)
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“…Gamification can be also employed to build online communities, fostering common goals such as sustainable behaviour. For example, Greenify is an online platform that allows users to facilitate sustainable activities in local communities through game dynamics [68].…”
Section: Gamification Corporate Governance Accountability and Sustainabilitymentioning
confidence: 99%
“…Gamification can be also employed to build online communities, fostering common goals such as sustainable behaviour. For example, Greenify is an online platform that allows users to facilitate sustainable activities in local communities through game dynamics [68].…”
Section: Gamification Corporate Governance Accountability and Sustainabilitymentioning
confidence: 99%
“…Gamification has become a popular way to motivate employees. It has, therefore, been used to encourage and support changes in attitudes, behaviors and beliefs in a variety of fields, including education, business and healthcare (Dicheva et al, 2015;Georgsdottir and Getz, 2004;Gustavs and Clegg, 2005;Ko et al, 2015;Lee et al, 2013;Mikalef and Gupta, 2021). Further, the use of gamification has been demonstrated to be effective in enhancing environmental sustainability in a variety of ways.…”
Section: Importance Of Gamification-based Environmental Sustainabilitymentioning
confidence: 99%
“…In considering the performance of crowdsource workers, a lot of effort has been spent to introduce gamification of the labeling task [22,31,36,39,43], but we note that this requires significant overhead efforts to build the games, which may not be feasible when data collection is time-sensitive.…”
Section: Related Workmentioning
confidence: 99%