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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
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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Snippet This chapter contains sections titled: Contextualizing Green Gamification, Gamifying Green Examples, Explicitly Designed Home Resource Games, Transportation,...
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...
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...
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StartPage 563
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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