2016
DOI: 10.14236/ewic/hci2016.39
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Playful Campaigning

Abstract: While gamification is becoming an increasingly popular tool in HCI, it is often criticized for not being meaningful. In this work, we present a new approach: narrative-oriented gamification, applied in the context of environmental conservation. A biodata-driven game experience was developed to raise awareness during an environmental non-governmental organization (NGO) event at a music festival. The NGO representatives developed narratives, tailored to each potential outcome of the game, which encouraged partic… Show more

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Cited by 1 publication
(3 citation statements)
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“…The development, testing and monitoring of mobile applications (apps) seems to be the most common mean for implementing gamification towards individual sustainable consumption (37 publications). Also, games, both digital and analog, as well as "other" non-app solutions [42,64], are representing the existing understanding about ways that gamification can reach out to different consumer groups. The one mean of implementation that was largely missing from the papers were wereable technologies, an omission that could be connected to the type of solutions explored in the papers of the study since weareables have been in the agenda of gamification [91,92] and of sustainable lifestyles for quite some time, particularly for health [93,94].…”
Section: Resultsmentioning
confidence: 99%
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“…The development, testing and monitoring of mobile applications (apps) seems to be the most common mean for implementing gamification towards individual sustainable consumption (37 publications). Also, games, both digital and analog, as well as "other" non-app solutions [42,64], are representing the existing understanding about ways that gamification can reach out to different consumer groups. The one mean of implementation that was largely missing from the papers were wereable technologies, an omission that could be connected to the type of solutions explored in the papers of the study since weareables have been in the agenda of gamification [91,92] and of sustainable lifestyles for quite some time, particularly for health [93,94].…”
Section: Resultsmentioning
confidence: 99%
“…This result presents itself as an opportunity to further explore the impacts of immersive technologies for shifting consumption practices, a field that is currently emerging [107]. Immersive elements, for which technological devices may not be needed, such as role play, personaled stories, images and narratives, were also present, mainly as conduits of empathy [64,83,84] needed to generate positive engagement, willingness to cooperate with other participants and interact with nature.…”
Section: Resultsmentioning
confidence: 99%
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