Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/74641
Title: Gaming as a driver for social behaviour change for sustainability
Authors: Sharma, S 
Siu, KWM 
Keywords: Gaming
Social behaviour change
Social innovation
Sustainable behaviour
Issue Date: 2018
Publisher: Springer
Source: Advances in intelligent systems and computing, 2018, v. 608, p. 258-266 How to cite?
Journal: Advances in intelligent systems and computing 
Abstract: Social interventions emerging from the field of social psychology have drawn attention to the social dimension of behaviour change for meeting sustainability objectives. Gamified Behaviour Change Programmes (GBCPs) are one such example, which have been quite effective in stimulating a positive change in behaviour and in establishing a culture of sustainability within the targeted groups. Gaming is an integral part of GBCPs as it adds fun and excitement to the process and motivates the players to adopt sustainable actions in a playful way. By investigating some of the effectively implemented cases of GBCPs, the study intends to develop a deeper understanding of the process of social behaviour change, particularly of the role that elements of game mechanics play in engaging and motivating the participants and in facilitating an influential social environment for behaviour change. This understanding would provide some essential touchpoints for applying game mechanics to the process of social behaviour change for environmental benefit.
Description: AHFE 2017 International Conference on Advances in Human Factors and Wearable Technologies, 2017, 17 - 21 July 2017
URI: http://hdl.handle.net/10397/74641
ISBN: 9783319606385
ISSN: 2194-5357
DOI: 10.1007/978-3-319-60639-2_27
Appears in Collections:Conference Paper

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