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Making Cool Choices for sustainability: Testing the effectiveness of a game-based approach to promoting pro-environmental behaviors

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... The problem is there are many ways in which energy can be wasted or used inefficiently, such as leaving lights on when not in use, using outdated, less energy-efficient appliances, or having poor house insulation [2]. Therefore, it is crucial to educate and empower individuals to adopt energy-saving habits and make informed choices regarding their energy usage [11]. ...
... The Cool Choices game by Ro et al. [11] is based on FBM and Nudge Theory. FBM combines elements of motivation, ability, and triggers to drive behavioural change, while Nudge Theory focuses on subtle changes in the environment that can "nudge" people toward desired behaviours. ...
... Points and rewards are widely used as motivational tools, offering immediate gratification and encouraging short-term behaviour changes. In studies such as Ro et al. [11] and Hedin et al. [66] points and rewards were effective in engaging participants, particularly those who are driven by competition. However, their impact tends to diminish over time as users become accustomed to the rewards. ...
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As global energy concerns escalate, there is a growing need for effective strategies to promote sustainable energy practices among individuals and communities. Gamification, the integration of game-design elements in non-game contexts, emerges as a promising tool to enhance user engagement and foster sustainable behaviour in energy management. In this review, we examine the theoretical aspects of gamification and its application in energy management in users’ households, highlighting its potential to transform repetitive or even monotonous tasks into engaging activities, focusing on studies that measure a long-term effect. We delve into various gamified elements adopted in long-term studies, such as feedback, social interactions, point systems, leader boards, narrative-driven challenges, etc., to understand their effect on user motivation and behavioural changes. From our set of studies, we found out that strong social game elements contribute the most to the long-term behaviour change of energy usage. One more condition of behaviour change is strong positive user satisfaction: the game should be engaging. We highlight the possible limitations of gamification in an energy management situation, a strong need for better practices of design and evaluation, and innovative approaches (such as DSM; Demand Side Management) in gamification for long-term engagement in household energy management.
... These elements include visually engaging avatars and emojis, which personalize the experience (Stephens, 2022); campaign structures that utilize game design objects, mechanics, and dynamics to create lasting engagement (Oppong-Tawiah et al., 2020); and dashboards that provide users with immediate feedback on their progress (Mylonas et al., 2023). The gaming formats are diverse, ranging from apps to board and card games, electronic games, and team-based activities, each offering unique avenues for engagement (Douglas & Brauer, 2021;Ro et al., 2017). Interventions such as battles (Li & Chu, 2021), challenges (Johnson et al., 2017), and contests ( fostering a personal connection with sustainability goals . ...
... Engagement (Souza et al., 2020;, enjoyment (Du et al., 2020;Mulcahy et al., 2020;Ro et al., 2017;Shahzad et al., 2023), and hedonic motivation (Shahzad et al., 2023) are key to sustaining user interest, with feedback mechanisms (Paneru & Tarigan, 2023) and the potential for financial gain (Agusdinata et al., 2023) serving as additional motivators. The formation of habits (Morganti et al., 2017) Normative influence, especially within teams, mediates behavior by establishing group norms and expectations that align with sustainable practices, encouraging individuals to conform to these group standards (Berger et al., 2022). ...
... Cultural factors, including collectivist versus individualist orientations (Hsu & Chen, 2021) and corporate versus innovative cultures (Behl et al., 2023), moderate how gamification strategies are perceived and adopted, with different cultures responding differently to gamification cues. Green effectiveness (Du et al., 2020) and an incentive-driven culture (Mandujano et al., 2021) Social discussion (Ro et al., 2017), gain (Du et al., 2020), and sharing (Johnson et al., 2017), particularly through platforms like social media (Pietrapertosa et al., 2021), extend the reach and impact of gamification, enabling the diffusion of sustainable practices and ideas beyond immediate participants, for example, virtual CSR (Shahzad et al., 2023). Strategy development within gamified contexts encourages users to think critically about sustainability challenges, fostering a strategic approach to problem-solving (Papamichael et al., 2022). ...
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Unsustainable consumption is a pressing issue requiring innovative solutions. Gamification is a promising approach with the potential to drive a shift toward sustainable consumption. This study delivers a state-of-the-art overview of gamification as a strategy for sustainable consumption, shedding light on its role at the intersection of environmental sustainability, sustainability education, sustainable behavioral changes, sustainable living, sustainable tourism, and workplace sustainability, underscoring that sustainable consumption (e.g., energy) is not only personal but also professional. This study also offers a rich organizer of antecedents (game mechanics, incentives and mechanisms, social dynamics, sustainability focus, and user experience), mediators and moderators (psychographic and socio-cultural), controls (demographic and contextual), and outcomes (behavioral changes, consumption patterns, and psychographic shifts), alongside relevant theories and methods, to provide a finer-grained, toolbox-like understanding of gamification for sustainable consumption. This study concludes with avenues for future research to drive new frontiers where gamification can contribute to sustainable consumption and, by extension, the United Nations Sustainable
... Given this, stakeholders are in general expected to share the main project goals, follow the rules, and support the project objectives (for example, to be pro-ecological, to be community-oriented, or to promote sustainability, etc.-e.g., Aikapankki, Beki, NU-Spaarpass) [83,85,[89][90][91]. In the examined sample, the participants' engagement in the design process is rather limited, while the end users' engagement over time often determines the project's overall resilience, evolution, and final success or failure [92]. On the other hand, evaluation of the project strengths and bottlenecks requires the inclusion of other determinants, such as, e.g., financial aspects, established timeframe, strategy, and project goals [93]. ...
... Some of these functionalities would be implemented using very similar graphical user interface (GUI) elements, data flow, and verification methods; therefore, such groups can bring more general functionalities. It can be argued that a larger number of different functionalities ensure user engagement [92]; therefore, the ambition was to build a system which opens the possibility for future administrators to enrich the application with new tasks in the postdevelopment phase of the project. ...
... Every action to be performed by an actor is modelled as a task, and data and control flows (both between actors and from one task to another) are represented as the appropriate types of BPMN connections. engagement [92]; therefore, the ambition was to build a system which opens the possibility for future administrators to enrich the application with new tasks in the postdevelopment phase of the project. ...
Article
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Digital technologies and economies can strengthen participative processes and data- and knowledge-based sustainable urban development. It can also accelerate social integration and the efforts of urban dwellers towards more resilient urban environments. Gap: Most of the tools that strengthen participatory processes were not cocreated with stakeholders. Research shows that codesigned platforms driven by new technological advances and the development of collaborative sharing economy concepts can increase climate change awareness. Still, the rise of participatory innovation technologies does not focus on enabling social engagement in climate change mitigation. Therefore, this paper addresses a research question: can a codesigned community currency stimulate bottom-up initiatives for climate change mitigation, and what is needed for such tools to succeed with the implementation of climate-responsive policies? The aim was to introduce an approach allowing us to codesign an application to encourage pro-environmental behaviors. Hence, the approach of this research was to define the concept of such a tool as a part of a cocreation process with stakeholders in a multidisciplinary and cross-sectoral environment. Method: It uses design thinking enriched with case studies evaluation, workshops, UX design, low fidelity, SUS, and testbeds. Findings and value: The authors introduce the Greencoin concept and argue that the codesigned digital currency operating based on an educational application has the potential to strengthen social engagement in climate change mitigation. Beneficiaries and practical implementation: Such a tool can increase climate awareness by supporting social integration and bottom-up initiatives for climate change mitigation. It can therefore be used by local communities to strengthen their climate-responsive efforts.
... Constantly update the game / provide variety Petridis et al. 2014 Make it meaningful to users Petridis et al. 2014, Reis et al. 2020 Encourage to use it for a long-term AlSkaif et al. 2018, Wells et al., 2014 Target behaviour change Beck et al. 2019, Albertarelli et al. 2018 Improve the design / visual engage Beck et al. 2019 Allow voluntary participation -avoid obligated fun Reis et al. 2020 Provide useful information about sustainability Albertarelli et al. 2018, Ponce et al., 2020 Provide social support and active interaction Albertarelli et al. 2018, Ponce et al., 2020, Ro et al. 2017 Design a flexible system that is possible to adjust to customer Wells et al., 2014, Valencia et al. 2015 Consider different types of players Ponce et al., 2020 Enforce intrinsic motivation Xi & Hamari, 2019, Ro et al. 2017 Balance the difficulty (not so easy or hard) Reis et al. 2020 Balance between extrinsic and intrinsic motivation Xi & Hamari, 2019 ...
... Constantly update the game / provide variety Petridis et al. 2014 Make it meaningful to users Petridis et al. 2014, Reis et al. 2020 Encourage to use it for a long-term AlSkaif et al. 2018, Wells et al., 2014 Target behaviour change Beck et al. 2019, Albertarelli et al. 2018 Improve the design / visual engage Beck et al. 2019 Allow voluntary participation -avoid obligated fun Reis et al. 2020 Provide useful information about sustainability Albertarelli et al. 2018, Ponce et al., 2020 Provide social support and active interaction Albertarelli et al. 2018, Ponce et al., 2020, Ro et al. 2017 Design a flexible system that is possible to adjust to customer Wells et al., 2014, Valencia et al. 2015 Consider different types of players Ponce et al., 2020 Enforce intrinsic motivation Xi & Hamari, 2019, Ro et al. 2017 Balance the difficulty (not so easy or hard) Reis et al. 2020 Balance between extrinsic and intrinsic motivation Xi & Hamari, 2019 ...
... The implementation of gamification in PSS allows to share information with customers, motivates an active collaboration between stakeholders, improves the communication between different stakeholders (Nemoto et al., 2014), e.g., the user can contact the PSS provider to inform when the infrastructure needs maintenance. In some cases, gamification can be used for training, as a social pressure, exploiting the gamification's emotional mechanics, such as competition and sharing, where social recognition and team building -competition trigger their behavior change (Ro et al., 2017). Moreover, gamification encourages co-design specifically in the PSS design process to increment the participation of the stakeholders involved (Shi et al., 2017). ...
Article
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Product service system solutions encourage to share products, reducing manufacturing processes and increasing the product life. Therefore, this might contribute to offer more sustainable solutions to users, by considering the complete socio-ecological system, the context, the stakeholder relationship, among other aspects. Where the sustainability behavior of consumers and the data provided for new information and technology (ICT) devices are key factors in the development of solutions with a higher sustainability performance. Moreover, game elements and ICT have been used in different fields to engage users. The aim of this research is to investigate if a gamified approach motivates a substantiable behavior change in users of product service system solutions. Based on a literature review, a model is proposed and applied to a product service system case of a shared laundry facility in Sweden. The model was evaluated with experts semi-structured interviews and a survey with users of the shared laundry facility. Concluding that a gamified approach has a potential to motivate behavior change towards sustainability in product service system. In future research, the proposed model will be adapted to be tested in other product service system cases, with the purpose to improve it for its application in industry and education. Keywords: strategic sustainable development, game elements, product development, smart PSS, behavior change.
... Gamification is perceived as an effective tool to change behaviors as it can intervene in users' behaviors in their daily life [ 3 ]. Therefore, it has gained popularity in recent years as a method for encouraging the development of specific behaviors and for stimulating motivation even in tedious activities, thus creating behavior change in several domains [ 4,5 ]. ...
... immediately, but their current sustainable actions will benefit other people that might not even be them [ 4 ], making the beneficial impact of sustainable behavior more certain in the present that will increase the possibility of repeating it in the future. ...
... For instance, it was observed that another hindrance for people to act is the necessity of collective action for the benefits to be fully realized. Most individuals are prone to perceive their sustainable behaviors as insignificant, which leads them to believe that individual efforts do not matter overall [ 4 ]. ...
Chapter
Gamification is a new trend that has gained increasing importance in climate protection. In recent years, researchers have begun to integrate game elements into non-gaming contexts to encourage green behaviors. The city of Sierre jumped on the bandwagon and initiated a project aiming to use gamification to encourage its population to engage in green behaviors. The research focuses on identifying the barriers and motivators for people to engage in green actions in order to diminish or enhance them using games. Followed by a series of focus groups, 10 in-depth semi-structured interviews were conducted. The main result shows a significant gap between attitude and behavior despite a high level of awareness and positive sustainable intentions. Based on research propositions that have been confronted with the scientific literature, Sierre has therefore collaborated with the HES-SO Valais-Wallis to realize a gaming app on the theme of sustainable development for the population called ECOTREE.KeywordsSustainabilityGamificationBehavior change
... The use of GeoBIM models can help to make more informed decisions by making use of several key indicators that can lead to better and more reliable results through a multi-criteria approach [57,58]. BIM makes it possible to quickly extract data and information from the components of a project and aid in the evaluation [58], mainly due to the potential offered by the IFC file format, while GIS integrates such assessments into the broader urban decision-making by incorporating multiple location and environmental information and criteria -as social, environmental and economic indicators -thus bringing GeoBIM technology to potentially more effective use in multi-criteria decision-making [59,60]. ...
... These two concepts refer to the inclusion of game design elements in real-world contexts, to combine entertainment purposes, with other motivations such as learning ones [57][58][59]. These elements take the form of points, levels, badges to name few, and absorb the player in non-game activities, motivating her to engage in the activity for which the gamified environment has been designed [60]. In this sense then, gamification has been recognized as promising in promoting a shift toward more sustainable behavioral pattern in users and, in general, among members of society [46,60]. ...
... These elements take the form of points, levels, badges to name few, and absorb the player in non-game activities, motivating her to engage in the activity for which the gamified environment has been designed [60]. In this sense then, gamification has been recognized as promising in promoting a shift toward more sustainable behavioral pattern in users and, in general, among members of society [46,60]. ...
Chapter
This work presents a new method, called Controlled Filter with Active Perception (CFAP), to approach the problem of Simultaneous Localization and Mapping (SLAM). SLAM aims to map an unknown environment while estimating the trajectory of a mobile agent moving within that environment. CFAP combines the two fundamental pillars of SLAM, which are scan alignment and loop closure, into a single process. The method is inspired by human perception of locating oneself and for this, it uses a mental map to guide itself. CFAP uses a Gaussian distribution to estimate possible poses and performs the alignment process in cycles, where each cycle is influenced by the results of the previous one. The Active Perception mechanism is used in each cycle to determine the quality of each of the possible poses, allowing for more accurate simultaneous localization and mapping. Benchmarking tests were performed on 5 public datasets that demonstrate the effectiveness and efficiency of the proposed method.KeywordsActive perceptionSimultaneous localization and mappingOptimized search
... These two concepts refer to the inclusion of game design elements in real-world contexts, to combine entertainment purposes, with other motivations such as learning ones [57][58][59]. These elements take the form of points, levels, badges to name few, and absorb the player in non-game activities, motivating her to engage in the activity for which the gamified environment has been designed [60]. In this sense then, gamification has been recognized as promising in promoting a shift toward more sustainable behavioral pattern in users and, in general, among members of society [46,60]. ...
... These elements take the form of points, levels, badges to name few, and absorb the player in non-game activities, motivating her to engage in the activity for which the gamified environment has been designed [60]. In this sense then, gamification has been recognized as promising in promoting a shift toward more sustainable behavioral pattern in users and, in general, among members of society [46,60]. ...
... Regarding some of the limitation of the aforementioned environmental footprint calculator, and in particular the issue related to their one-off use by users, gamification specifically address this matter by motivating users (also referred as players in this framework) to repeatedly engage with sustainable actions [60], and, by doing so, promoting habit formation and, consequently, the long-term maintenance of a certain behavior [61]. ...
Chapter
Cities are privileged places in which the transition of society towards a sustainable future could be achieved. In this direction, individuals could have a preeminent impact in the attempt to meet such target.To engage individuals in the more responsible use of resources, more sustainable behavior and environmental identity within citizens has to be promoted. To support the transition of citizens behavioral patterns toward a more sustainable use of resources, several tools have been proposed, especially in the Human-Computer Interaction field. Such tools are rarely used more than once by users, thus usually they fail in promoting a stable engagement of the user, and their efficacy in fostering a change in her environmental behavior is limited. In this paper a methodology to design a gamifyied environment is presented, taking into consideration the possibility to integrate different parameters to promote user’s participation and to foster her perseverance in the engagement with the proposed serious game. A specific Sustainability Index is proposed, together with its calculation algorithm, in order to better communicate and compare the environmental performances of individuals, and ultimately to interact among each other through collaboration and competition in the framework of the proposed game itself.KeywordsSustainable behaviorGamificationEnvironmental Impact
... Such gamified IS combine instructional elements with motivational elements borrowed from games. For instance, to increase relevance through social interaction, gamification elements can include competitions between employees or teams of employees (Corbett, 2013;Hillebrand and Johannsen, 2021;Iria et al., 2020;Ro et al., 2017), often in combination with incentives. As another example, playful narratives (Oppong-Tawiah et al., 2020;Seidler et al., 2020) can illustrate the impact and pertinence of individual behavior. ...
... However, when it comes to evaluating the impact of green IS, studies fall short in considering the influence of the different elements used. Green IS that include both types of elements are evaluated as a whole, disregarding specific motivational or instructional elements and their relative impact on measured outcomes (Iria et al., 2020;Kaselofsky et al., 2020;Oppong-Tawiah et al., 2020;Ro et al., 2017). Looking at the use and relative influence of instructional and motivational elements in green IS on sustainable employee behavior, though, yields valuable insights into how such systems can best be designed to help employees engage in sustainable behavior. ...
... However, there is still a lack of understanding of the individual role of instructional and motivational elements in eliciting such behaviors. Green IS have primarily been evaluated as a whole, neglecting specific motivational or instructional elements and their relative influence on measured outcomes (Iria et al., 2020;Kaselofsky et al., 2020;Oppong-Tawiah et al., 2020;Ro et al., 2017). However, examining the relative influence of instructional Thirty-first European Conference on Information Systems (ECIS 2023), Kristiansand, Norway and motivational elements in green IS on sustainable employee behavior can provide valuable insights into how such systems can best be designed to help employees engage in sustainable behavior. ...
Conference Paper
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Research on green IS has emphasized the value of both instructional and motivational elements in supporting sustainable behavior at work. However, there is still a lack of understanding of these different feature types' individual roles and relevance in inducing sustainable employee behavior. Our study addresses this gap and investigates the use and effects of different instructional and motivational elements in a green IS through a field study with 92 employees in five companies. Our findings based on the analysis of behavioral data show that instructional elements are more relevant in invoking sustainable behavior, but motivational elements can amplify the positive influence of instructional elements, in particular for long-term user engagement. We contribute to theory and practice by revealing the role of instructional and motivational elements in the successful design of green IS for sustainable employee behavior.
... Gamification provides a new direction for enhancing and promoting users to participate in desired behavior, and the potential thereof has been extended to environment protection (Simões et al., 2013). Such gamification concept was applied by Ro et al. (2017) in environmental psychology research on promoting pro-environmental behaviors (PEB). ...
... People look for suitable challenges in said environments to enter a state of flow (Huber & Hilty, 2015). Hence, gamification can make users focus on "non-game activities" (Ro et al., 2017). Additionally, gamification reduces psychological distance through the instant feedback system, which allows users to clearly recognize the role of their own behaviors (Wolf, 2020). ...
... Additionally, gamification reduces psychological distance through the instant feedback system, which allows users to clearly recognize the role of their own behaviors (Wolf, 2020). The information presentation effectuated by gamification can enhance PEB when the psychological distance is reduced (Wolf, 2020), and users will even change their behavior for rewards (Ro et al., 2017). In parallel, users will voluntarily exhibit PEBs when there is no influence in terms of attitude or conscious (Ro et al., 2017). ...
Article
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Although games provide a certain degree of entertainment, gamification is subtly affecting the behavior of users. Teaching the public to practice pro-environmental behavior (PEB) through gamification has gained an increasing amount of attention and concern in academic circles. As a relatively new research field, a systematic literature review (SLR) on gamification as a learning tool for PEB was conducted using articles with the publication date of 2007 to the present. By reviewing 56 articles from the Web of Science, Scopus and Google Scholar databases, the following findings were made: (1) gamification elements mainly represented by reward, feedback, competition, points, goal, leaderboards, challenge, meaning are the PEB learning tools that authors displayed most concern with; (2) improving energy efficiency and reducing carbon emission were the most commonly learned PEBs via gamification; and (3) the self-determination theory, the goal framing theory, the theory of planned behavior and the Octalysis framework were the most commonly applied theories in the research field of gamification and PEB.
... In the context of climate-relevant behaviors, variable schedules of reinforcement have been associated with long-term improvement following sustainability interventions [47]. For example, Ro et al. (2017) [48] observed a significant decrease in household electricity consumption following an intervention that included cash prizes being awarded randomly each week to participants who reported engaging in at least one eco-friendly behavior. This effect was maintained 6-months after the game had ended [48], highlighting the behavior change power of a variable schedule. ...
... In the context of climate-relevant behaviors, variable schedules of reinforcement have been associated with long-term improvement following sustainability interventions [47]. For example, Ro et al. (2017) [48] observed a significant decrease in household electricity consumption following an intervention that included cash prizes being awarded randomly each week to participants who reported engaging in at least one eco-friendly behavior. This effect was maintained 6-months after the game had ended [48], highlighting the behavior change power of a variable schedule. ...
... For example, Ro et al. (2017) [48] observed a significant decrease in household electricity consumption following an intervention that included cash prizes being awarded randomly each week to participants who reported engaging in at least one eco-friendly behavior. This effect was maintained 6-months after the game had ended [48], highlighting the behavior change power of a variable schedule. Schedules of reinforcement may be thinned once the target behavior has become habitual, with extrinsic rewards completely phased out over time in some cases [47]. ...
Article
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The rapidly increasing rate of climate change is a major threat of our time. Human behaviors contribute to climate change. These behaviors are malleable. To change human behavior in significant and sustainable ways, we need a scientific understanding of motivation and behavior change. One area in psychological science that provides precision, scope, and depth to our understanding of human behavior and motivation is contextual behavioral science (CBS). The current article provides an account of how CBS can provide real-world solutions to promoting positive behavior change to reduce human-induced climate issues. Specifically, we will outline six evidence-based considerations for organizations aiming to promote pro-environmental behaviors through messaging, advertising, and social marketing. Practical examples are provided across all six considerations to promote behavior change to reduce the rapidly increasing rate of climate change.
... Gamification, "the use of game design elements in non-game context" (Deterding et al. 2011, p 10) is a behaviour change concept that has shown great potential in promoting nutritional behaviours (Chow et al. 2020;Ezezika et al. 2018;Yoshida et al. 2020;), health behaviours (King et al. 2013Edwards et al. 2018), and various environmentally-friendly behaviours (Ro et al. 2017;Kronisch, 2019), including sustainable food purchasing (Lounis et al. 2013;Berger, 2019). However, a review of gamification interventions demonstrated that the success rate of gamified interventions is immensely dependent on both the context being gamified, and on the user types' individual profile . ...
... Moreover, it was found that giving external rewards (e.g. money) to someone for completing a given task could decrease their intrinsic motivation to engage with the task (Klaniecki et al. 2018;Deci, 1971 help people conserve more energy and water) (Albertarelli et al. 2018;Ro et al. 2017). However, the application of the gamification concept seems to have drawbacks since its outcomes can be inconsistent. ...
Thesis
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Food systems activities produce around 30% of global anthropogenic greenhouse gas (GHG) emissions and are responsible for numerous environmental issues which could ultimately harm our ability to grow food reliably. One way to reduce the food system’s impacts is to transition to a more sustainable diet composed of low impact foods. The objective of this study is to identify consumers demonstrating an intention to consume sustainably produced foods, and to identify their characteristics to inform the design of targeted gamified interventions that would promote sustainable food purchasing. A survey incorporating variables from the theory of planned behaviour (e.g. attitude), socio-demographic information (e.g. age), gamification profiling variables (e.g. player typology), as well as preferred mobile applications, was developed in this study and distributed via a market survey company. Statistical analysis in the form of hierarchical clustering was used to segment and identify target markets, while contingency analysis assessed the most effective means of promoting sustainable diets. A total of four hundred and ninety surveys were distributed and three hundred and seventy-six of them were validated because they agreed to participate, were not detected as potential AI powered responses, and their responses from the theory of planned behaviour were completed. Linear regression was used to assess the significance of all variables on the intent to consume a sustainable diet. Cluster analysis identified 3 potential target segments, and contingency analysis was used to detect their unique features. Two consumer segments were identified as having high potential as a target market. Individuals in this market intended to consume a sustainable diet but lacked follow through. Strong evidence towards the effectiveness of gamification of interventions was not observed due to low and medium frequency in gaming behaviours for the two target segments. Interventions distributed through mobile applications would be most effective if they were delivered through social media and included game design elements associated with Philanthropist and Free Spirit user types. The survey was confined to Ontario, therefore it may not be generalizable to other regions. Nevertheless, this study is unique in its assessment of the profiles of consumers with high intention to purchase sustainably sourced foods through a combination of the theory of planned behaviour, socio-demographic factors, gamification player types and game behaviours, as well as preferred mobile application usage.
... Gamification, "the use of game design elements in non-game context" (Deterding et al. 2011, p 10) is a behaviour change concept that has shown great potential in promoting nutritional behaviours (Chow et al. 2020;Ezezika et al. 2018;Yoshida et al. 2020;), health behaviours (King et al. 2013Edwards et al. 2018), and various environmentally-friendly behaviours (Ro et al. 2017;Kronisch, 2019), including sustainable food purchasing (Lounis et al. 2013;Berger, 2019). However, a review of gamification interventions demonstrated that the success rate of gamified interventions is immensely dependent on both the context being gamified, and on the user types' individual profile . ...
... Moreover, it was found that giving external rewards (e.g. money) to someone for completing a given task could decrease their intrinsic motivation to engage with the task (Klaniecki et al. 2018;Deci, 1971 help people conserve more energy and water) (Albertarelli et al. 2018;Ro et al. 2017). However, the application of the gamification concept seems to have drawbacks since its outcomes can be inconsistent. ...
... This article introduces the concept of environmental leadership and adds social responsibility to link environmental behavior to fill past research gaps. Exploring the essential drivers of environmental behaviors is critical as it leads to long-term sustainable business goals [18,19], which is the first incremental contribution of this article. This research adopts the theory of upper echelons [20] and organizational identification [21] to propose that a top management team's environmental leadership is essential to influencing a company's adoption of corporate social responsibility. ...
... The results confirm the link between environmental leadership, corporate social responsibility adoption, environmental behaviors, and environmental awareness. Indeed, previous investigations have brought an essential question about exploring antecedents of environmental behaviors [16][17][18][19], as these antecedents can promote environmental behaviors to implement sustainable development. For example, Ansari et al. [35] predicted customers' environmental behaviors through customer engagement. ...
Article
Full-text available
Environmental behaviors are critical for the sustainability of business organizations. However, the role of organizational leadership and corporate social responsibility in predicting employees’ environmental behaviors has been underexplored. This paper takes an innovative approach to fill this gap, drawing on the upper echelons theory and organizational identification theory. It explains how the adoption of organizational leadership by top management teams can influence companies’ adoption of corporate social responsibility policy and encourage employees to engage in environmental behavior, with the moderating role of environmental awareness. The research analyze longitudinal-section data based on empirical data from a three-wave sampling of 160 chief executive officers and their employees over six months. By advancing the literature on corporate social responsibility, this paper provides a paradigm for companies to implement environmental behaviors through leadership mechanisms, thereby achieving competitive advantage and sustainable development.
... In addition to learning preferences and preconceptions of riders, other methods could be used to persuade them. Gamifying the system is one way to do so (Ro, Brauer, Kuntz, Shukla, & Bensch, 2017) where people can compete for karma points or play in teams for normative influence, which would be especially effective for those who tend to conform to society. We could also make use of choice architectures (Münscher, Vetter, & Scheuerle, 2016). ...
Article
We study (public) microtransit, a type of transportation service wherein a municipality offers point-to-point rides to residents, for a fixed, nominal fare. Microtransit exemplifies practical resource allocation problems that are often over-constrained in that not all ride requests (pickup and dropoff locations at specified times) can be satisfied or satisfied only by violating soft goals such as sustainability, and where economic signals (e.g., surge pricing) are not applicable—they would lead to unethical outcomes by effectively coercing poor people. We posit that instead of taking rider preferences as fixed, shaping them prosocially will lead to improved societal outcomes. Prosociality refers to an attitude or behavior that is intended to benefit others. This paper demonstrates a computational approach to prosociality in the context of a (public) microtransit service for disadvantaged riders. Prosociality appears as a willingness to adjust one’s pickup and dropoff times and locations to accommodate the schedules of others and to enable sharing rides (which increases the number of riders served with the same resources). This paper describes an interdisciplinary study of prosociality in microtransit between a transportation researcher, psychologists, a social scientist, and AI researchers. Our contributions are these: (1) empirical support for the viability of prosociality in microtransit (and constraints on it) through interviews with drivers and focus groups of riders; (2) a prototype mobile app demonstrating how our prosocial intervention can be combined with the transportation backend; (3) a reinforcement learning approach to model a rider and determine the best interventions to persuade that rider toward prosociality; and (4) a cognitive model of rider personas to enable evaluation of alternative interventions.
... As environmental protection is closely tied to individual actions, the importance of personal behavior, particularly concerning environmental preservation, is paramount. Consequently, proenvironmental behavior (PEB) has become a critical focus in both theoretical research and practical exploration (Markel, 2013;Rees et al., 2015;Ro et al., 2017;Xiao and Hong, 2018;Lim and Moon, 2020). PEB refers to actions that reduce environmental harm, conserve natural resources, support ecosystem health, promote sustainability, mitigate negative environmental impacts, or prevent environmental risks (Stern, 2000;Khashe et al., 2015). ...
Article
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Environmental education is vital for promoting pro-environmental behavior, and nature-contact environmental education has progressively emerged as an important form of environmental education. Therefore, exploring the effects and mechanisms of nature-contact environmental education is crucial to enhancing pro-environmental behavior. This manuscript focuses on the Qinling ecological environmental education course at a Chinese university, which exemplifies a form of nature-contact environmental education. The research employs the randomized controlled experimental design as the research methodology. A total of 112 students who participated in the course served as the study sample, with the aim of investigating whether nature-contact environmental education can effectively improve students’ pro-environmental behavior. Additionally, the study also explores the underlying mechanisms driving this effect. The findings indicate that nature-contact environmental education significantly contributes to improving students’ pro-environmental behavior. Furthermore, environmental attitudes and environmental responsibility are identified as key mediators in the relationship between nature-contact environmental education and pro-environmental behavior. These conclusions provide valuable insights for both theoretical research and practical applications of environmental education and pro-environmental behavior.
... Improving our relationship with nature relies upon the endorsement and enactment of pro-environmental behaviours (PEBs), defined as "any behavior undertaken with the intention to positively change-or avoid harming-the natural environment" (Lindsay et al. 2023, p.2; see also Steg and Vlek 2009). PEB leads to better environmental outcomes and includes consumer behaviours such as recycling, purchase choices, and transport or energy use (Carrus et al. 2008;Peattie 2010;Ro et al. 2017;Whitmarsh et al. 2018). In the context of nature protection or conservation, PEB can include activities such as nature restoration (Niemiec et al. 2019;Richardson et al. 2020) and control of pests or polluting activities including agricultural or industrial practices (Hine et al. 2020;Linklater et al. 2019;Rezaei-Moghaddam et al. 2020) but also recreational activities such as responsible use of protected areas (Aley et al. 2023;Pearce et al. 2022;Sun et al. 2022). ...
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Realising behavioural change in long invested environmental practices is often difficult to achieve, especially when scientific understanding of the issues is still unfolding. Having confidence in one’s action requires knowledge that actions will be effective in improving environmental outcomes. Currently, we know little about the role of social trust in mediating complex and uncertain knowledge of environmental problems and the required actions needed to address them. In this quantitative study, we surveyed 472 users of endangered kauri forests in New Zealand to better explore the role of trust in relation to pro-environmental behaviours (PEB) designed to mitigate effects of the devastating plant disease, kauri dieback. Findings show uncertainty about the scientific knowledge of the issue, recommended actions and efficacy of proposed solutions significantly influenced PEB for both residents and visitors of forests; however, this relationship was partially mediated by trust, particularly among locals residing within 5 km of infected forest areas. These findings indicate the need for closer engagement with local residents to develop institutional and scientific trust in kauri dieback interventions. We outline activities that may help build trust and recommend new areas of research to support higher compliance with environmental protection initiatives.
... En particular, fomenta la sensibilización en torno a las diferentes acciones cotidianas que definen estilos de vida (Seguí et al., 2016). De manera similar, Ro et al. (2017) sostienen que el juego y las experiencias gamificadas pueden generar cambios en los hábitos de las personas, más aún en el contexto educativo, porque suscitan nuevos escenarios de formación con alta participación, motivación y compromiso (Meinzen et al., 2018). ...
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Este artículo describe una experiencia de innovación educativa en el aula mediante el diseño de un juego de mesa como alternativa didáctica para introducir la educación ambiental en el contexto universitario. Esta experiencia considera las realidades ambientales de los recursos hídricos y el impacto que genera el ser humano sobre ellos. Se presenta una investigación aplicada en el campo educativo, con enfoque mixto y fases metodológicas de la investigación basada en diseño, que aborda la construcción colectiva del juego Reduce tu huella hídrica con un grupo semilla a través del design thinking y la gamificación. En las distintas fases de desarrollo participaron 106 estudiantes de la Universidad de la Amazonía, elegidos a través de un muestreo no probabilístico. Entre los resultados se destaca la sensibilización ambiental de los participantes respecto a los recursos hídricos en la fase de implementación, con una valoración positiva en cuanto a la apropiación percibida del conocimiento, la importancia del tema en la región, las dinámicas del juego en términos de su capacidad para motivar cambios actitudinales y la importancia metodológica de la gamificación en el desarrollo de competencias genéricas como el trabajo en equipo, la creatividad y la comunicación. El juego de mesa diseñado representa una alternativa didáctica participativa y flexible que contribuye desde la academia a la construcción de una cultura hídrica en el piedemonte amazónico colombiano.
... PEBs refer to either behaviors that omit to harm the environment (e.g., choosing multiple-use rather than single-use container) or to harm it in the least extent possible (e.g., using public transport instead of a private vehicle), or to those that benefit the environment (e.g., removing plastic garbage from water tanks) (Steg & Vlek, 2009). Such programs can be effective, but it is not clear whether such interventions produce long-lasting effects (Abrahamse et al., 2005;Nisa et al., 2019;Ro et al., 2017) and may sometimes produce rebound effects that paradoxically decrease PEBs after a while (Catlin & Wang, 2013). Nor is it guaranteed that such interventions are strong enough to compensate for factors that impede the behavioral change necessary to mitigate environmental issues at a global scale (Gifford, 2011;Swim et al., 2009). ...
... A number of researchers call habits a barrier to environmental behavior [18,19,20]. Others suggest using habit development as the basis for special activities aimed at shaping sustainable behavior [21,22,23,24]. ...
Article
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Improving the quality of life through increased well-being is the goal of many modern people. An increase in income through the formation of a habit to raise the standard of living and an appropriate attitude leads people to increase consumption, which in turn can negatively affect the environmental situation. A deterrent to the negative impact of an increase in the standard of living is adherence to stable habits and attitudes that people may have formed during the period when their financial condition was at a lower level. The article presents the results of a study of the stable habits and attitudes of Russian-speaking members of the international investor club aimed at increasing their own financial flow, standard of living, and quality of life. The results showed that more than 70% of respondents correlate their habits and behavior with the impact they have on the world around them, and more than 90% note the presence of habits and attitudes of sustainable behavior. The results of the study show that the formation of the psychological attitude "I am worthy" has a positive impact on the environmental behavior of people aimed at improving their own well-being.
... Gamification and serious games have been used to break down habits and inhibitions and create behavioral change [20][21][22][23]. It is defined as "the use of game design elements in nongame contexts" [24]. ...
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The allocation of renewable energy plants, especially wind turbines, is stagnating in Germany. Although the citizens approve of the energy transition, they resist concrete local projects. In recent years, research has shown that interactive map applications support participatory planning through motivation, social interaction, and knowledge transfer. We aim to reduce biases against renewable energy (RE) and support informed decision making while accepting local responsibility. We hypothesized that finding a new gamified participation format, based on behavioral mechanisms, would strengthen the empowerment of people. To this end, we designed a dialogue tool and participation format, ’Vision:En 2040’, which combines: (i) a precise target electricity yield, (ii) an interactive map showing results of people’s actions, information about environmental impacts, and (iii) game rules which foster cooperation. In facilitated workshops, participants simulate the allocation of wind and photovoltaic power plants in their municipality to achieve a target electricity yield. The developed tool is based on methods of environmental planning and geoinformatics. ’Vision:En 2040’ was systematically tested with a technical test and a pre-test. In addition, its impact on participants was assessed through surveys and qualitative content analysis. The evaluation results show that the tool can influence the acceptance of the energy transition in terms of attitude. Through ’Vision:En 2040’, participants became aware of the community’s responsibility in the energy transition and expanded their knowledge. In addition, decision makers used the workshop results to plan RE sites. Our results indicate that ’Vision:En 2040’ is helpful for informal citizen participation in accelerating the energy transition.
... Gamification has lately attracted a lot of attention as a strategy for changing attitudes and behavior (Ro et al., 2017). The basic objective of gamification is to improve user engagement by using game-like elements like leaderboards, achievements, or virtual currency that give users a sense of actual ownership and purpose when engaging with activities (Groh, 2012). ...
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In this study, the possibility of saving energy with gamification designed applications was investigated, literature studies on this subject were examined and a gamification-based approach was followed for energy saving. From this point of view, the aim of the study is to propose a gamification-based model to make energy saving easier, fun, enjoyable and beneficial. This study is exploratory qualitative research using systematic literature review, synthesis and induction methods. Within the scope of the study, the literature was first examined. The literature review focused on learning gamification-based designs that encourage energy consumption reduction. After that, a new model was developed based on the general principles of gamification, the characteristics of consumer behavior and the energy consumption target, which is the main subject of the study. As a result of the study, a gamification-based model is proposed for household consumers to reduce their energy consumption and save energy. This gamification-based model includes making energy savings easier and more beneficial for consumers, as well as making it more fun and enjoyable. After that, the proposed model was analyzed based on the studies in the literature and finally the potential of the proposed framework was discussed.
... Consumers prioritizing sustainability are more likely to consistently make environmentall. Ons helps promote more sustainable purchasing habits [32], [52], [53]. ...
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This study investigates the drivers of environmentally responsible consumer behavior among Indonesian consumers, focusing on the impact of habit, consumer awareness, and sustainability. A sample of 252 participants were surveyed to examine the relationship between sustainability values, consumer vulnerability awareness, community consumer instrumentality awareness, personal consumer instrumentality awareness, habits, and responsible consumer behavior. This study used Structural Equation Modeling (SEM) with Smart-PLS 4 to analyze the data. The results showed a significant positive relationship between sustainability values, dimensions of consciousness, habits, and responsible consumer behavior. The findings emphasize the critical role of high awareness, personal agency, and habitual behavior in promoting green choices. These insights provide valuable guidance for businesses, policymakers, and environmental advocates who want to encourage positive environmental change through consumer behavior.
... What these studies highlight are the relationships between service providers and users, in some cases even presenting opportunities for co-creation and customisation. While most of the papers aim at motivating user participation, attitude change also features as one of the desired outcomes to influence the formation of new habits, even though in some instances, attitude change is not even needed for shifting behaviours (Ro et al., 2017), because the users may only need support for turning their existing awareness into tangible actions. However, the issue of awareness was brought up only by six of the studies. ...
Chapter
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This chapter presents a systematic literature review of the current corpus of gamification of and in the circular economy (CE). Besides providing a contextual overview of the encountered CE phases, sustainability goals, sectors, and domains for which gamification was employed in the reviewed literature, this chapter comprises perspectives on policy-making and managing (e.g., organisational) transitions towards CE via gamification, as well as the design of gamification related to CE. The results show that existing research on the topic is firmly focused on end-of-life activities (e.g., recycling) whereas design, production, and use phases require more attention. Similarly, there is a strong focus on operational tasks, although gamification for tactical and strategic efforts is less explored. Based on these and further findings, the present chapter discusses and concludes with several avenues for gamification as a CE catalyst to move forward in both practice and enquiry.
... H4: The PEB has a direct and positive relationship to Economic sustainability. This hypothesis is approved from the results of previous studies byRo et al. (2017) H5: The PEB has a direct and positive relationship to environmental sustainability. This hypothesis is approved from the results of previous studies byZientara & Zamojska (2016);Uren et al. (2018);Gautam (2020);Elf et al. (2020). ...
Article
The growth in the number of hotels due to the increase in the tourism sector encourages the existence of policies that regulate behavior that supports the environment for hotel stakeholders. This is because the increasing number of the hotel industry in an area will have an influence on the natural environment, socio-cultural conditions of the community, and the economy. This study analyzes the interaction of ProEnvironmental Behavior (PEB) with Green Marketing Mix (GMM) as Mediator to achieve Sustainable Industry Performance (SIP). The study was conducted with 205 respondents with the position of manager or general manager at hotels in East Java Province, Indonesia. To ensure data distribution, one hotel is only represented by one person. The research method was carried out quantitatively using SmartPLS ver.3.0. The results of the study indicate that GMM has a dual role in the interaction relationship with SIP. The first role is that GMM directly has a positive relationship with each component of the SIP indicator, namely: economic, environmental, and social. The second role of GMM is to become a successful mediator as a link between PEB and the three indicators that make up the SIP. The function and role of GMM can be proposed for the hotel industry in the future in creating a sustainable industry.
... In terms of pro-environmental behavior, Taufik et al. (2015) illustrated the warm-glow effect in two studies showing that participants felt good when learning that they had behaved in an environmentally friendly manner. In conceptual symmetry, a person who feels positive emotions generally behaves in a more environmentally friendly manner (Ro et al., 2017) and the mere anticipation of positive emotions has been shown to induce pro-environmental behavior (Bergquist et al., 2020;Taufik et al., 2016). In a field study on recycling and donation behavior, what could be conceptualized as a warm-glow nudge was designed to create an anticipation of positive emotions and elicited a stronger effect than a descriptive-injunctive norm (Bergquist et al., 2020). ...
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Meat consumption is associated with both public health risks and substantial CO2 emissions. In a large‐scale field‐experiment, we applied four nudges to the digital menus in 136 hamburger restaurants. The nudges promoted vegetarian food purchases by either (1) changing the menu position of vegetarian food, or aligning vegetarian food with (2) a hedonic, taste‐focused nudge, (3) the warm‐glow effect, or (4) a descriptive social norm. These nudges were thus aimed to shift salience toward a certain goal or the salience of a specific alternative. Vegetarian food purchases were measured in two datasets analyzing if nudges affected customers' “route” to ordering vegetarian food (29,640 observations), and the total number of vegetarian food sold during the intervention (346,081 observations). Results showed that the position nudge affected customers route to buying vegetarian food. More specifically, making the “green category” more accessible made more customers order through that category. Interestingly, this did not affect the total number of vegetarian sales. However, results indicate that nudges that utilize the salience of goals, in particular hedonic goals, may have an overall positive effect on total vegetarian sales.
... With the study, the game-based application has supported and guided students in attaining learning goals and tasks. Moreover, the game encourages the adoption of pro-environmental attitudes and conduct (Ro et al., 2017). Teachers must connect with students in a wide range of ways as society moves toward a technologically advanced future and produce skilled learners for the digital world. ...
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In the transition to the delivery of instruction, game-based learning in physical education is the key to filling the instructional gap by giving each student the freedom to develop their skills in the 21st century. This study employed a qualitative research design using a phenomenological approach to acquire an in-depth understanding of students' learning experiences through game-based learning in Physical Education. Participants were chosen through purposive sampling which was participated by 7 students from the Grade 10 level in one of the secondary public schools in the Philippines. Codes and themes were transcribed in the study. Based on the research results, three themes emerged: innovative approach, the functionality of the application, and student engagement and authentic learning experience. Physical education teachers have become innovative and creative in how to deliver instruction, especially in the areas of cognitive and skills acquisition using a game-based approach. This is done to help all students to be creative and adapt to the modern learning environment. This application was practical, usable and accessible for every student both inside and outside of the classroom with offline and online features. This study will equip Physical Education teachers with clarity and a road map to the modern world. This will also provide the required support for students to shift away from traditional classroom learning and become more innovative by producing mobile apps that provide students with games and the freedom to absorb the lesson through a game-based approach.
... In order to fulfill their corporate social responsibility, many companies have incorporated social responsibility elements into their gamification designs [9]. Games are addictive because of the ability of game elements or mechanics to unconsciously produce repetitive behavior in users [37], and gamification exploits this feature of game elements or mechanics by combining them with non-game tasks to improve the execution of non-game tasks [38]. While the addictive effects of game elements or mechanics lead to a short-term boost in the user's time with the mobile app, they are equally exposed to reduced engagement and game withdrawal behavior due to long-term addictive use [6]. ...
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Mobile applications can integrate games or gamification elements to build a game metaverse, thus increasing use duration. Research on game metaverses is relatively scarce, mainly focusing on the positive effects of game elements. Few studies have considered the push-away power of game or gamification elements. In this paper, we explore the role of pro-environmental cues in mitigating the push-away power of game or gamification elements from the perspective of the adverse effects of game elements. A total of 250 participants were recruited to engage in two two-factor between-subject studies. Study 1 demonstrated that pro-environmental cues increased self-consciousness during the game and mitigated adverse outcomes after the game. The results of Study 2 further supported the findings of Study 1. The results showed that the perception of pleasure during the game reduced the effects of pro-environmental cues. The pro-environmental cues mitigated adverse outcomes after the game experience when perceiving lower or moderate enjoyment. In comparison, the effects of pro-environmental cues on mitigating negative consequences after the game experience were insignificant when experiencing higher enjoyment.
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This study explores the use of gamification and deep learning in higher education, examining how it might enhance student engagement, learning outcomes, and sustainability understanding. Evidence suggests that gamification tactics like points, badges, and leaderboards can make learning more engaging and entertaining while also increasing motivation and teamwork. Meanwhile, deep learning technologies enhance learning by tailoring lessons to each student's unique requirements and interests. Moreover, the study delves into how these methods might aid in the comprehension and implementation of sustainability principles, which are fundamental for solving world problems. Analyses of data obtained from 795 students showed that deep learning considerably individualizes learning and improves abilities, whereas gamification boosts engagement and motivation. Furthermore, the results demonstrate that by integrating various approaches, students can have a more comprehensive understanding of sustainability and be more motivated to incorporate sustainable activities into their everyday lives. The findings of this study show that new ways of teaching can help students succeed in school and provide them with the tools they need to build a greener world. The results of this study provide important information for schools and teachers who are trying to improve sustainability education by taking advantage of technological advancements.
Conference Paper
This demo presents a virtual reality (VR) experience on recycling plastics. Through the interactive, immersive virtual experience, the user can become familiar with the recycling center site and sort a selection of plastic products. The playful experience was designed to refine and evaluate the design of a planned physical recycling station. The interactive prototype served two purposes: first, to encourage recycling behavior and increase familiarity with plastic recycling practices; and second, to gather feedback on the design of the recycling site to optimize user experience and recycling efficiency.
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Au Québec, le gouvernement s’est donné pour mandat d’agir sur l’efficacité énergétique et l’économie d’énergie dans les ménages. Pour concrétiser cette orientation politique, un changement de comportements des consommateurs d'énergie est nécessaire. Des études récentes démontrent que l’approche ludique constitue une avenue prometteuse, suscitant la motivation et l’engagement nécessaire pour changer les comportements énergétiques. Par le biais d’une méthode participative et collaborative, la présente étude souhaite explorer comment cette approche pourrait soutenir les familles québécoises dans l’adoption de comportements favorisant l’efficacité énergétique. Pour ce faire, un devis de recherche descriptive mixte en trois phases a été utilisé. D’abord, 33 parents ont rempli un questionnaire portant sur leurs intentions de changement et leurs perceptions quant à l’adoption de comportements énergétiques pouvant favoriser une meilleure efficacité énergétique. À partir de ces résultats, une maquette de jeu a ensuite été développée par des experts dans le domaine. Lors de la dernière phase, des entrevues en dyade (parent-enfant) ont été réalisées auprès de cinq familles de la phase 1 afin de connaitre leurs impressions sur la maquette. Les résultats obtenus démontrent que les parents ont un intérêt à développer des comportements d’efficacité énergétique pour sensibiliser leurs enfants. Les participants croient d’ailleurs que l’utilisation d’un jeu inspiré de leur quotidien serait un moyen pertinent et efficace pour favoriser la généralisation des acquis. L’ajout de défis et de récompenses semble également être des aspects ludiques gagnants pour les participants. Enfin, diverses propositions d’adaptation du jeu ont été émises par les participants.
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This paper delves into the integration of gamification techniques within the field of linguistics to enhance data collection for academic research purposes. Through an exploration of the Word Ladders mobile application, designed to elicit hierarchical word associations and therefore linguistic data, the study investigates the potential benefits of gamification in terms of data quality, user experience, and motivation in taking part to the research and to the data collection task. The experimental design examines the advantages of a gamified approach compared to traditional research methods (online surveys), through an experimental session followed by a survey (n=189). Results showed that competition between users is a powerful motivator that can be easily integrated in gamified approaches and less so in classic online surveys, driving engagement and potentially enhancing the scalability of data collection while retaining the quality of data collected in classic lab settings. While challenges persist, our research contributes to the understanding of gamification’s impact on data collection, user experience, and motivation, laying the foundation for transformative advancements in the field of language and communication sciences.
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Traditional models of behavior change emphasize knowledge, beliefs, and injunctive norms as targets of intervention. Emotion—a potent force guiding human behavior—is strikingly absent from most models and most behavioral interventions. This article reviews evidence that emotion is not only consequential for common targets of behavioral intervention, but can be activated strategically to facilitate behavior change. This article presents a new framework for classifying behavior change targets, along with specific emotion-leveraging intervention techniques matched to each category of behavior. Policy recommendations emphasize combining emotional tools with other evidence-based behavior-change techniques. Although more research is needed, emotion shows promise for helping to support people's behavioral goals.
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Urban migration has resulted in a disconnection from the natural world and consequently a lack of knowledge about other living beings. Since the creation of Sustainable Development Goals (SDGs) there have been made efforts to inform and educate citizens, especially the youngest, in pro-environmental attitudes and behaviours by promoting critical thinking about our world through environmental education. With the continuous digitalization of information, mobile apps and games with narratives around climate change and environmental issues, have gained a place in this mission. In this paper, we present the creation process and the results of the first usability tests of the OH!BUG app, a digital product developed to connect young learners to plants, by helping them to identify the species through their characteristics.
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With the United Nations (UN) Sustainable Development Goals and national commitments requiring effective implementation of evidence-based innovations, we are witnessing a growing number of related interventions in educational environments based on digitalization and gamification. In particular, serious games and playful activities are being used to empower children’s awareness and reflection on issues related to climate change and sustainability. In this work, we discuss such approaches through the lens of our own experience with an intervention targeting school environments. Our study is based on a playful web application that focuses on sustainability awareness and energy-related aspects, the GAIA Challenge, which was used in over 25 schools in 3 countries, resulting in 3762 registered users. We present a longitudinal study on the use of GAIA Challenge focusing on children’s engagement, rate of completion of the content on offer, and overall reaction by the school communities involved in large-scale trials, complemented with insights from surveys answered by 723 students and 32 educators. Our results showed that up to 20% of the children completed all content available in the Challenge, when gameplay sessions were combined with strong community competition activities. The children also reported increased awareness of related sustainability issues. Our findings demonstrate that a simple playful experience can yield good results within educational environments, by taking into consideration typical school constraints, integrating it to the daily activities of schools and placing it within their strategy.
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These results come from a nationally representative survey of 1,001 American adults, aged 18 and older. The completion rate was 53 percent. The sample was weighted to correspond with US Census Bureau parameters for the United States. The margin of sampling error is plus or minus 3 percent for the full sample, with 95 percent confidence. The survey was designed by Anthony Leiserowitz of Yale University, and Edward Maibach and Connie Roser-­‐Renouf of George Mason University, and was conducted December 24 through January 3 by Knowledge Networks, using an online research panel of American adults.
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Little is known about the effect of message framing on conservation behavior over time. In a randomized controlled trial with residential households, we use advanced metering and information technologies to test how different messages about household energy use impact the dynamics of conservation behavior down to the appliance level. Our results, based on 374 million panel observations of kilowatt-hour (kWh) electricity consumption for 118 households over 9 months, show that differences in behavioral responses due to message framing become more significant over time. We find that a health-based frame, in which households consider the human health effects of their marginal electricity use, induced persistent energy savings behavior of 8-10% over 100 days; whereas a more traditional cost savings frame, drove sharp attenuation of treatment effects after 2 weeks with no significant savings versus control after 7 weeks. We discuss implications for the design of effective information campaigns to engage households in conservation behavior.
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Pro-environmental attitudes and behaviors show substantial individual differences, and exploring their predictors can help reveal the origins of pro-environmental behavior. Basic personality traits may provide a partial explanation, but it is unclear which personality traits are reliably associated with pro-environmental behaviors. This article uses a specific type of environmental behavior, reducing greenhouse gas emissions, to clarify which personality correlates are most robustly associated with behavior, and to test mediation of those effects through attitudes. A large (N = 345) sample of United States adults representative in age, gender, and ethnicity completed the 100-item HEXACO personality inventory, a novel self-report measure of behaviors that reduce greenhouse gas emissions, and scales of environmental and political attitudes. Accounting for demographics, emissions-reducing behaviors were most strongly predicted by Openness, Conscientiousness, and Extraversion, and these effects of personality were mediated by attitudes toward the natural environment. These observations broaden the understanding of the etiology of environmental attitudes and behavior.
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Habit is thought to be conducive to health behavior maintenance, because habits prompt behavior with minimal cognitive resources. The precise role of habit in determining complex behavioral sequences, such as exercise, has been underresearched. It is possible that the habit process may initiate a behavioral sequence (instigation habit) or that, after instigation, movement through the sequence is automated (execution habit). We hypothesized that exercise instigation habit can be empirically distinguished from exercise execution habit and that instigation habit strength is most predictive of future exercise and reflective of longitudinal exercise behavior change. Further, we evaluated whether patterned exercise action-that is, engaging in the same exercise actions from session to session-can be distinct from exercise execution habit. Healthy adults (N = 123) rated their exercise instigation and execution habit strengths, patterned exercise actions, and exercise frequency in baseline and 1-month follow-up surveys. Participants reported exercise engagement via electronic daily diaries for 1 month. Hypotheses were tested with regression analyses and repeated-measures analyses of variance. Exercise instigation habit strength was the only unique predictor of exercise frequency. Frequency profiles (change from high to low or low to high, no change high, no change low) were associated with changes in instigation habit but not with execution habit or patterned exercise action. Results suggest that the separable components of exercise sessions may be more or less automatic, and they point to the importance of developing instigation habit for establishing frequent exercise. (PsycINFO Database Record (c) 2015 APA, all rights reserved).
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Today, people use a variety of social and gameful (mobile) applications in order to motivate themselves and others to maintain difficult habits such as exercise, sustainable consumption and healthy eating. However, we have yet lacked understanding of how social influence affects willingness to maintain these difficult habits with the help of gamification services. In order to investigate this phenomenon, we measured how social influence predicts attitudes, use and further exercise in the context of gamification of exercise. Our results show that people indeed do “work out for likes”, or in other words, social influence, positive recognition and reciprocity have a positive impact on how much people are willing to exercise as well as their attitudes and willingness to use gamification services. Moreover, we found that the more friends a user has in the service, the larger the effects are. Furthermore, the findings of the empirical study further provide new understanding on the phenomenon of social influence in technology adoption/use continuance in general by showing, in addition to subjective norms, how getting recognized, receiving reciprocal benefits and network effects contribute to use continuance.
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Many consumers have monetary and environmental motivations for saving energy. Indeed, saving energy produces both monetary benefits, by reducing energy bills, and environmental benefits, by reducing carbon footprints. We examined how consumers’ willingness and reasons to enroll in energy-savings programs are affected by whether advertisements emphasize monetary benefits, environmental benefits, or both. From a normative perspective, having two noteworthy kinds of benefit should not decrease a program’s attractiveness. In contrast, psychological research suggests that adding external incentives to an intrinsically motivating task may backfire. To date, however, it remains unclear whether this is the case when both extrinsic and intrinsic motivations are inherent to the task, as with energy savings, and whether removing explicit mention of extrinsic motivation will reduce its importance. We found that emphasizing a program’s monetary benefits reduced participants’ willingness to enroll. In addition, participants’ explanations about enrollment revealed less attention to environmental concerns when programs emphasized monetary savings, even when environmental savings were also emphasized. We found equal attention to monetary motivations in all conditions, revealing an asymmetric attention to monetary and environmental motives. These results also provide practical guidance regarding the positioning of energy-saving programs: emphasize intrinsic benefits; the extrinsic ones may speak for themselves.
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The Kukui Cup project investigates the use of "meaningful play" to facilitate energy aware-ness, conservation and behavioral change. Each Kukui Cup Challenge combines real world and online environments in an attempt to combine information technology, game mechanics, educational pedagogy, and incentives in a synergistic and engaging fashion. We challenge players to: (1) acquire more sophistication about energy concepts and (2) experiment with new behaviors ranging from micro (such as turning off the lights or installing a CFL) to macro (such as taking energy-related courses, joining environmental groups, and political/social advocacy.) To inform the design of the inaugural 2011 Kukui Cup, we relied heavily on prior collegiate en-ergy competitions, of which there have been over 150 in the past few years. Published accounts of these competitions indicate that they achieve dramatic reductions in energy usage (a median of 22%) and cost savings of tens of thousands of dollars. In our case, the data collected from the 2011 Kukui Cup was generally in agreement, with observed energy reductions of up to 16% when using data collection and analysis techniques typical to these competitions. However, our analysis process caused us to look more closely at the methods employed to produce outcome data for energy competitions, with unexpected results. We now believe that energy competitions make significant unwarranted assumptions about the data they collect and the way they analyze them, which calls into question both the accuracy of published results from this literature and their effectiveness as serious games. We believe a closer examination of these issues by the community can help improve the design not only of future energy challenges, but other similar forms of serious games for sustainability. In this paper, we describe the Kukui Cup, the design myths it uncovered, and the fixes we propose to improve future forms of meaningful play with respect to energy in particular and serious games in general.
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Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human-computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human-computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects.
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The current patterns of production and consumption in the industrialized world are not sustainable. The goods and services we consume cause resource extractions, greenhouse gas emissions and other environmental impacts that are already affecting the conditions of living on Earth. To support the transition toward sustainable consumption patterns, ICT applications that persuade consumers to change their behavior into a “green” direction have been developed in the field of Persuasive Technology (PT). Such persuasive systems, however, have been criticized for two reasons. First, they are often based on the assumption that information (e.g., information on individual energy consumption) causes behavior change, or a change in awareness and attitude that then changes behavior. Second, PT approaches assume that the designer of the system starts from objective criteria for “sustainable” behavior and is able to operationalize them in the context of the application. In this chapter, we are exploring the potential of gamification to overcome the limitations of persuasive systems. Gamification, the process of using game elements in a non-game context, opens up a broader design space for ICT applications created to support sustainable consumption. In particular, a gamification-based approach may give the user more autonomy in selecting goals and relating individual action to social interaction. The idea of gamification may also help designers to view the user’s actions in a broader context and to recognize the relevance of different motivational aspects of social interaction, such as competition and cooperation. Based on this discussion we define basic requirements to be used as guidance in gamification-based motivation design for sustainable consumption.
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Most people think climate change and sustainability are important problems, but too few global citizens engaged in high-greenhouse-gas-emitting behavior are engaged in enough mitigating behavior to stem the increasing flow of greenhouse gases and other environmental problems. Why is that? Structural barriers such as a climate-averse infrastructure are part of the answer, but psychological barriers also impede behavioral choices that would facilitate mitigation, adaptation, and environmental sustainability. Although many individuals are engaged in some ameliorative action, most could do more, but they are hindered by seven categories of psychological barriers, or "dragons of inaction": limited cognition about the problem, ideological worldviews that tend to preclude pro-environmental attitudes and behavior, comparisons with key other people, sunk costs and behavioral momentum, discredence toward experts and authorities, perceived risks of change, and positive but inadequate behavior change. Structural barriers must be removed wherever possible, but this is unlikely to be sufficient. Psychologists must work with other scientists, technical experts, and policymakers to help citizens overcome these psychological barriers.
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Past behavior guides future responses through 2 processes. Well-practiced behaviors in constant contexts recur because the processing that initiates and controls their performance becomes automatic. Frequency of past behavior then reflects habit strength and has a direct effect on future performance. Alternately, when behaviors are not well learned or when they are performed in unstable or difficult contexts, conscious decision making is likely to be necessary to initiate and carry out the behavior. Under these conditions, past behavior (along with attitudes and subjective norms) may contribute to intentions, and behavior is guided by intentions. These relations between past behavior and future behavior are substantiated in a meta-analytic synthesis of prior research on behavior prediction and in a primary research investigation.
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Interventions for voluntary proenvironmental behavior change usually target a limited number of behaviors and have difficulties in achieving durable change. The EcoTeam Program (ETP) is an intervention package that aims to overcome these flaws. Through a combination of information, feedback, and social interaction in a group—the EcoTeam—participants focus on the environmental consequences of their household behavior. The 3-year longitudinal study found that ETP participants (N= 150) changed half of the 38 household behaviors examined, with corresponding reductions on four physical measures of resource use. These improvements were maintained or enlarged 2 years after completion of the ETP, amounting to savings from 7% on water consumption to 32% on solid waste deposition. A detailed analysis of one behavior, means of transportation, suggests that change can be predicted from the interplay between behavioral intention and habitual performance before participation, and the degree of social influence experienced in the EcoTeam during participation.
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Latane and Darley developed a five-stage model to understand why people do and do not help other people in emergency situations. We extend their five-stage model to explore why people do and do not take action against climate change. We identify the factors that make climate change difficult to notice and ambiguous as an emergency; we explore barriers to taking responsibility for action; and we discuss the issues of efficacy and costs versus benefits that make action unlikely. The resulting analysis is useful on two levels. For educators and policy makers, the model suggests the most efficacious approaches to galvanizing action among U.S. citizens. For social scientists, the model provides a valuable framework for integrating research from diverse areas of psychology and suggests fruitful avenues for future empirical research.
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The purpose of this article is to illustrate the way in which the binding communication paradigm (Joule, Girandola, Bernard, in press) can serve to promote environmentally-friendly values and behavior. This paradigm stands at the crossroad of research conducted in both the fields of communication and of commitment. We will be describing 4 recent studies carried out in the south of France. The first study was conducted in a school, the second in a town, the third study aimed at encouraging environmentally-friendly behavior along the seacoast while the purpose of the fourth study was to promote recycling on highway rest areas.
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Numerous theoretical frameworks have been developed to explain the gap between the possession of environmental knowledge and environmental awareness, and displaying pro-environmental behavior. Although many hundreds of studies have been undertaken, no definitive explanation has yet been found. Our article describes a few of the most influential and commonly used analytical frameworks: early US linear progression models; altruism, empathy and prosocial behavior models; and finally, sociological models. All of the models we discuss (and many of the ones we do not such as economic models, psychological models that look at behavior in general, social marketing models and that have become known as deliberative and inclusionary processes or procedures (DIPS)) have some validity in certain circumstances. This indicates that the question of what shapes pro-environmental behavior is such a complex one that it cannot be visualized through one single framework or diagram. We then analyze the factors that have been found to have some influence, positive or negative, on pro-environmental behavior such as demographic factors, external factors (e.g. institutional, economic, social and cultural) and internal factors (e.g. motivation, pro-environmental knowledge, awareness, values, attitudes, emotion, locus of control, responsibilities and priorities). Although we point out that developing a model that tries to incorporate all factors might neither be feasible nor useful, we feel that it can help illuminate this complex field. Accordingly, we propose our own model based on the work of Fliegenschnee and Schelakovsky (1998) who were influenced by Fietkau and Kessel (1981).
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Presents a social-psychological model of energy-use behavior that draws on behavioral and social research to explain influence processes and behavioral change related to energy conservation behavior. The model consists of 2 interacting sets of factors: psychological factors that refer to how information is processed by individual decision makers and positional factors that relate to characteristics of the decision makers' situations that support or constrain action. Suggestions for maximizing the effectiveness of informational appeals to conserve energy by convincing the consumer that a pay-off will result from the use of energy conserving devices are discussed. It is suggested that the adoption of a conservatory attitude is influenced by the vividness of the argument to conserve energy, the credibility of the source, the understanding and retention of the message, and the degree to which an individual is able and willing to install conservation devices in his/her home. Alternatives to informational appeals through mass media to encourage energy conservation are proposed. (47 ref) (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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This chapter tries to strike a balance between "what is" and "what should be" the practice of measurement in social-personality research. The authors review the traditional reliability coefficients but urge the reader to think about facets of generalizability, such as time, items, and observers, and to explicitly adopt a generalizability framework. They criticize the indiscriminate use of alpha, pointing out its limitations and arguing for more complex interpretations of this ubiquitous index. They discuss a unified conception of construct validity, suggesting that systematic construct validation efforts are needed to develop a theoretical understanding of their methods. They note the voracious appetite the field has for "fast data" (easily obtained self-reports) and argue for a more diversified diet, calling for multimethod investigations as a rule, rather than the rare exception. They briefly illustrate the power of the no-longer new techniques of structural equation modeling to address measurement problems, calling for their routine use, at least in samples of large size. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.
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This article reviews and evaluates the effectiveness of interventions aiming to encourage households to reduce energy consumption. Thirty-eight studies performed within the field of (applied) social and environmental psychology are reviewed, and categorized as involving either antecedent strategies (i.e. commitment, goal setting, information, modeling) or consequence strategies (i.e. feedback, rewards). Particular attention is given to the following evaluation criteria: (1) to what extent did the intervention result in behavioral changes and/or reductions in energy use, (2) were underlying behavioral determinants examined (e.g. knowledge, attitudes), (3) to what extent could effects be attributed to the interventions and, (4) were effects maintained over longer periods of time? Interestingly, most studies focus on voluntary behavior change, by changing individual knowledge and/or perceptions rather than changing contextual factors (i.e. pay-off structure) which may determine households’ behavioral decisions. Interventions have been employed with varying degrees of success. Information tends to result in higher knowledge levels, but not necessarily in behavioral changes or energy savings. Rewards have effectively encouraged energy conservation, but with rather short-lived effects. Feedback has also proven its merits, in particular when given frequently. Some important issues cloud these conclusions, such as methodological problems. Also, little attention is given to actual environmental impact of energy savings. Often, an intervention's effectiveness is studied without examining underlying psychological determinants of energy use and energy savings. Also, it is not always clear whether effects were maintained over a longer period of time. Recommendations are given to further improve intervention planning and to enhance the effectiveness of interventions.
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Environmental quality strongly depends on human behaviour patterns. We review the contribution and the potential of environmental psychology for understanding and promoting pro-environmental behaviour. A general framework is proposed, comprising: (1) identification of the behaviour to be changed, (2) examination of the main factors underlying this behaviour, (3) design and application of interventions to change behaviour to reduce environmental impact, and (4) evaluation of the effects of interventions. We discuss how environmental psychologists empirically studied these four topics, identify apparent shortcomings so far, and indicate major issues for future research.
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An integrative model of change was applied to the study of 872 Ss (mean age 40 yrs) who were changing their smoking habits on their own. Ss represented the following 5 stages of change: precontemplation, contemplation, action, maintenance, and relapse. 10 processes of change were expected to receive differential emphases during particular stages of change. Results indicate that Ss (a) used the fewest processes of change during precontemplation; (b) emphasized consciousness raising during the contemplation stage; (c) emphasized self-reevaluation in both contemplation and action stages; (d) emphasized self-liberation, a helping relationship, and reinforcement management during the action stage; and (e) used counterconditioning and stimulus control the most in both action and maintenance stages. Relapsers responded as a combination of contemplaters and people in action would. Results are discussed in terms of developing a model of self-change of smoking and enhancing a more integrative general model of change. (14 ref) (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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A meta-analysis of 128 studies examined the effects of extrinsic rewards on intrinsic motivation. As predicted, engagement-contingent, completion-contingent, and performance-contingent rewards significantly undermined free-choice intrinsic motivation (d = -0.40, -0.36, and -0.28, respectively), as did all rewards, all tangible rewards, and all expected rewards. Engagement-contingent and completion-contingent rewards also significantly undermined self-reported interest (d = -0.15, and -0.17), as did all tangible rewards and all expected rewards. Positive feedback enhanced both free-choice behavior (d = 0.33) and self-reported interest (d = 0.31). Tangible rewards tended to be more detrimental for children than college students, and verbal rewards tended to be less enhancing for children than college students. The authors review 4 previous meta-analyses of this literature and detail how this study's methods, analyses, and results differed from the previous ones.
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The present model outlines the mechanisms underlying habitual control of responding and the ways in which habits interface with goals. Habits emerge from the gradual learning of associations between responses and the features of performance contexts that have historically covaried with them (e.g., physical settings, preceding actions). Once a habit is formed, perception of contexts triggers the associated response without a mediating goal. Nonetheless, habits interface with goals. Constraining this interface, habit associations accrue slowly and do not shift appreciably with current goal states or infrequent counterhabitual responses. Given these constraints, goals can (a) direct habits by motivating repetition that leads to habit formation and by promoting exposure to cues that trigger habits, (b) be inferred from habits, and (c) interact with habits in ways that preserve the learned habit associations. Finally, the authors outline the implications of the model for habit change, especially for the self-regulation of habit cuing.
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A meta-analysis of 41 studies examined the effect of choice on intrinsic motivation and related outcomes in a variety of settings with both child and adult samples. Results indicated that providing choice enhanced intrinsic motivation, effort, task performance, and perceived competence, among other outcomes. Moderator tests revealed the effect of choice on intrinsic motivation was stronger (a) for instructionally irrelevant choices compared to choices made between activities, versions of a task, rewards, and instructionally relevant options, (b) when 2 to 4 successive choices were given, (c) when rewards were not given after the choice manipulation, (d) when participants given choice were compared to the most controlling forms of control groups, (e) for children compared to adults, (f) for designs that yoked choice and control conditions compared to matched designs in which choice was reduced or designs in which nonyoked, nonmatched controls were used, and (g) when the experiment was conducted in a laboratory embedded in a natural setting. Implications for future research and applications to real-world settings are discussed.
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Most programs to foster sustainable behavior continue to be based upon models of behavior change that psychological research has found to be limited. Although psychology has much to contribute to the design of effective programs to foster sustainable behavior, little attention has been paid to ensuring that psychological knowledge is accessible to those who design environmental programs. This article presents a process. community-based social marketing, that attempts to make psychological knowledge relevant and accessible to these individuals. Further, it provides two case studies in which program planners have utilized this approach to deliver their initiatives. Finally, it reflects on the obstacles that exist to incorporating psychological expertise into programs to promote sustainable behavior.
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Citizens complete a survey the day before a major election; a change in the survey items' grammatical structure increases turnout by 11 percentage points. People answer a single question; their romantic relationships improve over several weeks. At-risk students complete a 1-hour reading-and-writing exercise; their grades rise and their health improves for the next 3 years. Each statement may sound outlandishmore science fiction than science. Yet each represents the results of a recent study in psychological science (respectively, Bryan, Walton, Rogers, & Dweck, 2011; Marigold, Holmes, & Ross, 2007, 2010; Walton & Cohen, 2011). These studies have shown, more than one might have thought, that specific psychological processes contribute to major social problems. These processes act as levers in complex systems that give rise to social problems. Precise interventions that alter themwhat I call wise interventionscan produce significant benefits and do so over time. What are wise interventions? How do they work? And how can they help solve social problems?
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Energy information for consumers can be complex and uninteresting. Games offer a compelling new context for home energy information that may engage consumers and change behaviors. Based on research showing the effectiveness of game elements used in serious contexts, we built a professional quality social game about energy use in a virtual home. In a laboratory experiment, playing the game for 30 min resulted in significant increases in energy efficient behaviors (e.g., turning off room lights) after play ended. In a field test of the same game, smart meter data showed a significant decrease in electricity usage compared with 30-day periods before and after play. Taken together, these results demonstrate that energy information embedded in an entertaining commercial-grade game can produce significant changes in energy behavior.
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Choice making represents the central element of self-determination, and efforts are being made across all service programs to promote choice making for consumers with intellectual and developmental disabilities. Although choice making appears to be a relatively simple response for a consumer to perform (selecting one stimulus over another), it is a complex phenomenon involving several different components. This paper provides a selected review of the choice-making research literature, relative to employment service delivery. The paper examines the relationship of choice making to self-determination, how choice making can promote engagement and motivation for employees, and what barriers may exist that thwart meaningful choice making. Recommendations to support personnel and practitioners on practices to promote effective choice making are provided.
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A survey revealed that researchers still seem to encounter difficulties to cope with outliers. Detecting outliers by determining an interval spanning over the mean plus/minus three standard deviations remains a common practice. However, since both the mean and the standard deviation are particularly sensitive to outliers, this method is problematic. We highlight the disadvantages of this method and present the median absolute deviation, an alternative and more robust measure of dispersion that is easy to implement. We also explain the procedures for calculating this indicator in SPSS and R software.
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To provide practitioners with useful information about how to promote proenvironmental behavior (PEB), a meta-analysis was performed on 87 published reports containing 253 experimental treatments that measured an observed, not self-reported, behavioral outcome. Most studies combined multiple treatments, and this confounding precluded definitive conclusions about which individual treatments are most effective. Treatments that included cognitive dissonance, goal setting, social modeling, and prompts provided the overall largest effect sizes (Hedge’s g > 0.60). Further analyses indicated that different treatments have been more effective for certain behaviors. Although average effect sizes are based on small numbers of studies, effective combinations of treatments and behaviors are making it easy to recycle, setting goals for conserving gasoline, and modeling home energy conservation. The results also reveal several gaps in the literature that should guide further research, including both treatments and PEB that have not been tested.
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Habit formation has been proposed as a means to promote maintenance of healthy behaviours, but there have been few investigations into how habits are formed. This exploratory study sought to model determinants of the formation of a dental flossing habit, including placement of the behaviour within the routine (before vs. after tooth-brushing), past behaviour, prospective memory ability, and motivational factors. All participants (N = 50) received a motivational intervention designed to initiate behaviour change and habit formation. Half of the participants were instructed to floss before brushing, and half after. Participants subsequently self-reported flossing behaviour daily and, 4 weeks later, flossing automaticity. Automaticity and flossing frequency were also measured at 8-month follow-up. Participants with stronger prospective memory ability, higher levels of past behaviour, and a more positive attitude flossed more frequently during the study. Stronger automaticity was predicted by positive attitudes, and increased behaviour frequency during and prior to the study. Those who flossed after brushing (rather than before) tended to form stronger flossing habits and, at 8-month follow-up, had stronger habits and flossed more frequently. Habit forming interventions might usefully consider features of everyday routines and how behaviour may be reinforced. Suggestions for further research using more methodologically rigorous designs are offered. What is already known on this subject? What does this study add?
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If uncontrolled, human influences on the climate system may generate changes that will endanger various aspects of life on Earth. The precise implications of the scientific claims about climate change, and the extent to which they pose dangers to various populations, are becoming intensely debated at many levels in relation to policy. How `danger' is interpreted will ultimately affect which actions are taken. In this paper, we examine how climate change is conceptualised by publics in Europe and in the USA. Although there is widespread concern about climate change, it is of secondary importance in comparison to other issues in people's daily lives. Most individuals relate to climate change through personal experience, knowledge, the balance of benefits and costs, and trust in other societal actors. We analyse these factors through findings from various surveys and studies, which highlight both the distinctiveness and some shared perspectives at a generalised level. We reflect upon these in relation to trust and responsibility for climate change action, and risk communication, supporting the call for discourses about climate change to also be situated in people's locality, as a means of increasing its saliency.
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Studies on implementation intentions so far have mainly pointed towards strengthened cue-behavior associations as the mechanism underlying the effectiveness of this self-regulatory tool. However, we propose that because it triggers people to look into the future and to mentally simulate their future behavior, planning by means of implementation intentions might go beyond the creation of goal-directed associations and thus lead to more enduring effects on behavior. We tested this hypothesis in an experiment using a longitudinal design, where participants formed an intention for a behavior that deviates from their routine, and furnished it either with associative learning of cue and behavior, forming implementation intentions, or nothing at all. Results showed that initially, learning cue-behavior associations led to the same rate of goal completion as forming implementation intentions. However, only the effect of implementation intentions was maintained at the second measurement one week later. These findings suggest that planning does more than merely create goal-directed associations, which might offer a new perspective on the workings and use of this important tool for behavior change.
Article
The sustainability of human life on Earth in the future is in danger. Human actions are producing many harmful and possibly irreversible changes to the environmental conditions that support life on Earth. This article summarizes major threats to Earth's environment, including global warming, ozone layer destruction, exhaustion of fisheries and agricultural land, and widespread exposure to toxic chemicals. Unless they are overcome, these changes will make human life increasingly miserable and eventually may make Earth nearly uninhabitable for future generations. These threats are caused by patterns of human behavior, particularly over-population and over-consumption. Urgent changes to human lifestyles and cultural practices are required for the world to escape ecological disaster, and psychologists should lead the way in helping people adopt sustainable patterns of living. Specific steps toward that goal are proposed in this and the following four articles.
Fact sheet: President Obama signs executive order; White House announces new steps to improve federal programs by leveraging research insights [Press release
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The White House, Office of the Press Secretary. (2015). Fact sheet: President Obama signs executive order; White House announces new steps to improve federal programs by leveraging research insights [Press release]. Retrieved from https:// www.whitehouse.gov/the-press-office/2015/09/15/fact-sheet-presidentobama-signs-executive-order-white-house-announces.
Encouraging sustainable behavior: Psychology and the environment
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Van Trijp, H. C. M. (2014). Encouraging sustainable behavior: Psychology and the environment. New York, US: Psychology Press.
Variations on the normative feedback model for energy efficient behavior in the context of military family housing
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Young, R. M. (2013). Variations on the normative feedback model for energy efficient behavior in the context of military family housing. PhD thesis. Univ. Md http://hdl. handle.net/1903/14272.
Identifying the impacts of Cool choices' game at miron construction
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Bensch, I. (2013). Identifying the impacts of Cool choices' game at miron construction. Internal Report. Energy Center of Wisconsin.
The short list: The most effective actions US households can take to curb climate change. Environment: Science and Policy for Sustainable Development
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Gardner, G. T., & Stern, P. C. (2008). The short list: The most effective actions US households can take to curb climate change. Environment: Science and Policy for Sustainable Development, 50(5), 12e25.
Gamified energy efficiency programs (Rep. No. B1501)
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Grossberg, F., Wolfson, M., Mazur-Stommen, S., Farley, K., & Nadel, S. (2015). Gamified energy efficiency programs (Rep. No. B1501). Washington, DC: American Council for an Energy-Efficient Economy.
The trouble with freeriders: The debate about freeridership in energy efficiency isn't wrong, but it is wrongheaded. Public Utilities Fortnightly, 34e42
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Haeri, H., & Khawaja, M. S. (2012). The trouble with freeriders: The debate about freeridership in energy efficiency isn't wrong, but it is wrongheaded. Public Utilities Fortnightly, 34e42. Retrieved from http://www.fortnightly.com/ fortnightly/2012/03/trouble-freeriders.
Paving the way for a richer mix of residential behavior programs
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Ignelzi, P., Peters, J., Randazzo, K., Dougherty, A., Dethman, L., & Lutzenhiser, L. (2013). Paving the way for a richer mix of residential behavior programs [White paper].
Increasing energy efficiency with entertainment media: An experimental and field test of the influence of a social game on performance of energy behaviors
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Reeves, B., Cummings, J. J., Scarborough, J. K., & Yeykelis, L. (2015). Increasing energy efficiency with entertainment media: An experimental and field test of the influence of a social game on performance of energy behaviors. Environment and Behavior, 47(1), 102e115.