“…The large majority of papers had the intention to motivate different behaviors or learning more about them, in many instances specifying these behaviors in the context of one or two of the other focus areas (user experience, social practice, environmental impacts), thus providing discussion points such as the relevance of infrastructure to make individual consumption shifts possible [58,69,79,88]. In terms of practice theory, behavior belongs to the pillar of "body", although various of the analyzed papers touch upon psychological conditions and cognitive processes, none of them addresses the topic as a direct outcome in terms of intention or impact, rather as part of the theory behind gamification [52,55,64,66,73] or a component of a larger model [82]. This could be explained by the way that this study was designed, as the targeted literature illustrates gamification in consumption areas with a relatively smaller body of research than energy or health.…”