TY - GEN
T1 - Gamification for Climate Change Engagement
T2 - 26th International Academic Mindtrek Conference, ACADEMIC MINDTRICK 2023
AU - Fernández Galeote, Daniel
AU - Rajanen, Mikko
AU - Rajanen, Dorina
AU - Legaki, Nikoletta Zampeta
AU - Langley, David J.
AU - Hamari, Juho
N1 - Publisher Copyright:
© 2023 Owner/Author.
PY - 2023/11/3
Y1 - 2023/11/3
N2 - 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.
AB - 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.
KW - climate change engagement
KW - design agenda
KW - design guidelines
KW - framework
KW - game-based learning
KW - gamification
KW - human-centered design
KW - serious games
KW - sustainability
KW - user-centered design
UR - http://www.scopus.com/inward/record.url?scp=85180008596&partnerID=8YFLogxK
U2 - 10.1145/3616961.3616968
DO - 10.1145/3616961.3616968
M3 - Conference contribution
AN - SCOPUS:85180008596
T3 - ACM International Conference Proceeding Series
SP - 45
EP - 56
BT - Mindtrek '23
PB - Association for Computing Machinery
Y2 - 3 October 2023 through 6 October 2023
ER -