University of Oulu

Daniel Fernández Galeote, Mikko Rajanen, Dorina Rajanen, Nikoletta-Zampeta Legaki, David J. Langley, and Juho Hamari. 2023. Gamification for Climate Change Engagement: A User-Centered Design Agenda. In Proceedings of the 26th International Academic Mindtrek Conference (Mindtrek '23). Association for Computing Machinery, New York, NY, USA, 45–56. https://doi.org/10.1145/3616961.3616968

Gamification for climate change engagement : a user-centered design agenda

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Author: Fernández Galeote, Daniel1; Rajanen, Mikko2; Rajanen, Dorina2;
Organizations: 1Gamification Group, Tampere University, Finland
2INTERACT Research Unit, University of Oulu, Finland
3University of Groningen, Netherlands
Format: article
Version: published version
Access: open
Online Access: PDF Full Text (PDF, 0.9 MB)
Persistent link: http://urn.fi/urn:nbn:fi-fe20231107143436
Language: English
Published: Association for Computing Machinery, 2023
Publish Date: 2023-11-07
Description:

Abstract

Policymakers and environmental organizations are increasingly implementing gamification because of its ability to stimulate playful learning and transform human attitudes and behavior. Although it has become a prominent development for climate change engagement, the literature does not adequately address how the underlying motivational systems depend upon user-centered design mechanisms. If gamification is to realize its potential for climate change engagement, it is crucial for designers to apply solid user-centered design principles, as suboptimal designs may do more harm than good. Therefore, we conducted a systematic literature review on gamification for climate change engagement to investigate the application of user-centered design and find key links between design choices and outcomes in 64 articles. We develop the findings into a user-centered design agenda and framework for game-based climate change engagement. This agenda includes design aspects–team multidisciplinarity, context dependence, user involvement, iterative testing, and design choice explication–and outcome aspects–value to users, game mechanics for learning, game content for learning, affective engagement, social engagement, changing real-world behavior, and using game data for research. The agenda is intended to inform gamification academics and practitioners aiming to design effective games for climate change engagement and its recommendations may apply to other complex issues.

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ISBN: 979-8-4007-0874-9
Pages: 45 - 56
DOI: 10.1145/3616961.3616968
OADOI: https://oadoi.org/10.1145/3616961.3616968
Host publication: Proceedings of the 26th International Academic Mindtrek Conference
Conference: International Academic Mindtrek Conference
Type of Publication: A4 Article in conference proceedings
Field of Science: 113 Computer and information sciences
Subjects:
Copyright information: © 2023 Copyright held by the owner/author(s). This work is licensed under a Creative Commons Attribution International 4.0 License.
  https://creativecommons.org/licenses/by/4.0/