Approach
Use gamification (strategic attempt to enhance systems, services, organisations and activities in order to create similar experiences to those experienced when playing games in order to motivate and engage users) to o increase engagement towards sustainability
Goals
Global awareness is well accepted by the population, but actions and behaviours are not changing. It might be the time to look for different approach → to adopt new behaviors to replace the actual ones
Solution evaluated
Gamification offers possible lines of approach based on game mechanics
designed to create new habits.
Use of a points, badges, leaderboards system to understand the environmental impact of an individual’s action and how to change the behaviour (implementing good habits compensates for bad ones)
Comments
Remarks
different type of actors can change behaviours industry: corporation*NGO taking actions toward fisheries or other sustainable dev -base on sponsors to raise money individuals are the key to make changes happens impact on regulation through their votes impoact on corporaation through their condumption impact on ngo through donation and action how can we engage individuals to support NGO
theoretical
gamification: drive the player (intrisec motivation) engagment = when the brain is rewarded education: gamification is used to help to remember motivayion - growin skills empowerment: learn to do things, and having the choice to make a decision mind mapping: three esssays of gamification adress both donators and other people to donate to NGO hypothesis/hypothesis
provide right information to people about environment to change the behviour and push people to be part of an NGO each week new information challenges: behaviour are not perfect butare rewared people have way to change their habit and can see how they evolve results
students have earnt more points over time most pf the students have changed their behaviour over time competition between users and leaderboards push user to do more Next steps
study the results from t0 to t5 understand which types of actions have evolve over time
Audrey Rochas shares with us the preliminary results of her project which aim to resolve one of the big problems of sustainable development, how to engage individuals into more sustainable behaviors? The idea is that through brain reward it is possible to increase the engagement of the individual. The way to motivate the individual could be through the game, its gamification. Audrey Rochas presents us her project, “Green Powered”, which allows individuals to learn information on the environment and the habits which could harm it, through game mechanisms. The aim is to evaluate if, through this play, the individual will change his behavior and habits. The first results are quite encouraging.
Questions during session
could you tell us more about which habits are you mesuring ? if you are measuring other psychological mecanisms (self-efficacy, intentions) ? Do you think it could be interesting to test this game with other profiles of participants (not only business school students)? Do you have differents results by gender, social profile?