Gamifying Green: Gamification and Environmental Sustainability
This chapter contains sections titled: Contextualizing Green Gamification, Gamifying Green Examples, Explicitly Designed Home Resource Games, Transportation, Waste Disposal and Recycling, Discussion, Conclusion, Acknowledgments, Notes, References, Gameography
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Published in | The Gameful World p. 563 |
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Main Author | |
Format | Book Chapter |
Language | English |
Published |
MIT Press
2015
The MIT Press |
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Online Access | Get full text |
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Abstract | This chapter contains sections titled: Contextualizing Green Gamification, Gamifying Green Examples, Explicitly Designed Home Resource Games, Transportation, Waste Disposal and Recycling, Discussion, Conclusion, Acknowledgments, Notes, References, Gameography |
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AbstractList | This chapter contains sections titled: Contextualizing Green Gamification, Gamifying Green Examples, Explicitly Designed Home Resource Games, Transportation, Waste Disposal and Recycling, Discussion, Conclusion, Acknowledgments, Notes, References, Gameography What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media. In its State of Green Business report, the GreenBiz Group listed gamification as one of the top sustainable business trends of 2012, noting that game mechanics are increasingly used by companies to provide “rewards for making good, green choices” (Makower 2012). In the past few years, we have seen a surge of interest in green gamification touching upon nearly all aspects of our everyday life from cars that rank and reward fuel-efficient driving performance (e.g., the Nissan Leaf) to sanitation services that monitor and reward home recycling behavior (e.g., Recyclebank). As Ashok Kamal, CEO of the green social media marketing |
Author | Jon E. Froehlich |
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Copyright | 2014 Massachusetts Institute of Technology |
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SubjectTerms | Applied arts Applied sciences Arts Automobiles Behavioral sciences Civil engineering Design Design engineering Ecological economics Ecological sustainability Energy engineering Engineering Environmental design Environmental economics Environmental engineering Environmental studies Environmental technology Environmental transport Game Studies Government Green design Ground transportation Ground vehicles Hybrid cars Media Studies Motivation Motor vehicles Personality psychology Political science Psychology Public administration Public policy Recycling Renewable energy Sanitary engineering Social Sciences Sustainable design Sustainable engineering Sustainable technology Technology Transportation Transportation modes Transportation policy Waste management |
Title | Gamifying Green: Gamification and Environmental Sustainability |
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