Gamification: from individual empowerment to environmental engagement
Tick if you attend the conference physically
Think about human development
Human development and training
Application Rochas - Audrey.pdf
upload presentation (PDF only)
Gamification to encourage more sustainable habits through individual empowerment.pdf
4/21/2021 3:40 PM-4:00 PM
To open the cell, click on the arrow (bottom right corner)
This research offers to explore the effect of gamification to increase engagement towards sustainability. Even though ecology has become a major concern both on an individual and collective level, the words “There is only one Earth”, pronounced in 1972 at the first United Nations Conference on the Environment persists today. While many non-profits and NGOs have been created, their work relies on public and private financial support. Still, their actions are not sufficient despite an increasing global awareness (Ministère de la Transition Ecologique et Solidaire, 2019; GIEC, 2019). There is a need to adopt new behaviors to replace the actual ones. Gamification offers possible lines of approach based on game mechanics designed to create new habits. Sometimes defined as a persuasion technic to influence, it is considered to empower individuals who would be more willing to act and feel on a mission providing a personal satisfaction. Passive donors (limiting their engagement to a financial support) could be replaced or joined by “donactors” personally committed either through a non-profit (sharing information, volunteering) or modifying their habits while sharing good practices at large. The link between gamification and empowerment to preserve the environment opens new research opportunities about the “donactors” types and the associated mechanics.
1972 first united nations conference environment
2019 giec 2019
effect gamification increase engagement
global awareness ministere transition
individual collective level words
large link gamification empowerment
many non profits
new research opportunities
pbl system points
Show 8 more
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
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
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)
different type of actors can change behaviours
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
gamification: drive the player (intrisec motivation)
engagment = when the brain is rewarded
education: gamification is used to help to remember
work in corporation too
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
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
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
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?
ID Card Theme Think about human development
The dashboard below breaks down the data from the
student in the group
Hover to get information about a student
Mamadou alimou DIALLO
1 of 1
Want to print your doc? This is not the way.
Try clicking the ⋯ next to your doc name or using a keyboard shortcut (