2018
DOI: 10.3390/su10051544
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How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application

Abstract: Gamification lies in using elements explicitly designed for games in non-playful environments to achieve the player's commitment and to encourage the development of specific behaviors. These tools can also be used as persuasion when it is intended to influence users' behavior. The boundary would be in what we can call "gamipulation"-the use of game-design elements that impel the user towards undesired behaviors. Gamification has been identified as a promising strategy for achieving sustainable practice among c… Show more

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Cited by 32 publications
(13 citation statements)
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“…However, participants' expectation of a reward (rewards being one of the central gamification elements tested in the study) was negatively correlated with user satisfaction, and no correlation was found between expectation of a reward and recycling behavior. Other studies of "WasteApp" found that the intention to use "WasteApp" was lower for participants who considered it risky to provide personal information (despite no personal information actually being collected by the app) [47].…”
Section: Waste Management and Water Conservationmentioning
confidence: 98%
See 1 more Smart Citation
“…However, participants' expectation of a reward (rewards being one of the central gamification elements tested in the study) was negatively correlated with user satisfaction, and no correlation was found between expectation of a reward and recycling behavior. Other studies of "WasteApp" found that the intention to use "WasteApp" was lower for participants who considered it risky to provide personal information (despite no personal information actually being collected by the app) [47].…”
Section: Waste Management and Water Conservationmentioning
confidence: 98%
“…was used to successfully track travel patterns and provided feedback to participants about how to reduce the carbon impact of their travel [34,45]. As scientists continue to study apps as a tool for data collection, it is important to balance the desire to unobtrusively collect detailed personal information (such as travel patterns) with participant privacy [46], particularly as perceived risk of data leakage is one reason individuals may opt out of engaging with these apps [47].…”
Section: Transportation and Air Qualitymentioning
confidence: 99%
“…How to encourage recycling behaviour? The case of WasteApp: a gamified mobile application 19 Adopting a gamified sustainability app directly and significantly impacts the intention depending on the expected social benefits and perceived risks. Results show people can be influenced and their recycling habits changed through varied, effective, and innovative incentive schemes.…”
Section: Gamified Learning Recycling Research Findingsmentioning
confidence: 99%
“…The most important challenge of this framework is its audience. There have been other mobile apps that have successfully employed the crowdsourcing strategy to tackle social causes [58][59][60][61]. The framework, similarly, depends on, the involvement of the target audience for its success.…”
Section: Assumptions and Challengesmentioning
confidence: 99%