Green gamification : changing habits through long-term engagement and stories

Gamification offers methods for influencing human behaviour that are not available with other approaches to behaviour-change interventions. Its widespread and successful use in business, education, and health care notwithstanding, it has so far not been extensively used for improving sustainability,...

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Bibliographic Details
Main Author: Kronisch, Devan C.
Other Authors: Gifford, Robert
Format: Others
Language:English
en
Published: 2019
Subjects:
Online Access:http://hdl.handle.net/1828/11064
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spelling ndltd-uvic.ca-oai-dspace.library.uvic.ca-1828-110642019-08-24T16:33:40Z Green gamification : changing habits through long-term engagement and stories Kronisch, Devan C. Gifford, Robert gamification perspective taking sustainability behaviour change augmented reality theory of behavioural choice storytelling Gamification offers methods for influencing human behaviour that are not available with other approaches to behaviour-change interventions. Its widespread and successful use in business, education, and health care notwithstanding, it has so far not been extensively used for improving sustainability, nor have its underlying psychological principles been studied in depth. This dissertation investigates gamification with a special focus on the role of perspective taking and emotion. A gamified behaviour-change app was compared with a standard app and a webpage for its effect on participants’ sustainable behaviours. During the one month period the participants engaged with the intervention, they kept diaries about their experience with sustainability and the technology. Furthermore, the influence of dramatic elements was tested through an augmented reality approach. Gamification encourages longer engagement with the intervention, thereby influencing behaviour. Specifically, gamification increases knowledge about and willingness to invest effort into sustainable behaviours. Dramatic elements, using the power of narrative persuasion and immersion, are important aspects to consider in gamification. The theory of behavioural choice can fruitfully serve as a psychological model of how gamification affects behaviour. Graduate 2019-08-23T19:49:53Z 2019-08-23T19:49:53Z 2019 2019-08-23 Thesis http://hdl.handle.net/1828/11064 English en Available to the World Wide Web application/pdf
collection NDLTD
language English
en
format Others
sources NDLTD
topic gamification
perspective taking
sustainability
behaviour change
augmented reality
theory of behavioural choice
storytelling
spellingShingle gamification
perspective taking
sustainability
behaviour change
augmented reality
theory of behavioural choice
storytelling
Kronisch, Devan C.
Green gamification : changing habits through long-term engagement and stories
description Gamification offers methods for influencing human behaviour that are not available with other approaches to behaviour-change interventions. Its widespread and successful use in business, education, and health care notwithstanding, it has so far not been extensively used for improving sustainability, nor have its underlying psychological principles been studied in depth. This dissertation investigates gamification with a special focus on the role of perspective taking and emotion. A gamified behaviour-change app was compared with a standard app and a webpage for its effect on participants’ sustainable behaviours. During the one month period the participants engaged with the intervention, they kept diaries about their experience with sustainability and the technology. Furthermore, the influence of dramatic elements was tested through an augmented reality approach. Gamification encourages longer engagement with the intervention, thereby influencing behaviour. Specifically, gamification increases knowledge about and willingness to invest effort into sustainable behaviours. Dramatic elements, using the power of narrative persuasion and immersion, are important aspects to consider in gamification. The theory of behavioural choice can fruitfully serve as a psychological model of how gamification affects behaviour. === Graduate
author2 Gifford, Robert
author_facet Gifford, Robert
Kronisch, Devan C.
author Kronisch, Devan C.
author_sort Kronisch, Devan C.
title Green gamification : changing habits through long-term engagement and stories
title_short Green gamification : changing habits through long-term engagement and stories
title_full Green gamification : changing habits through long-term engagement and stories
title_fullStr Green gamification : changing habits through long-term engagement and stories
title_full_unstemmed Green gamification : changing habits through long-term engagement and stories
title_sort green gamification : changing habits through long-term engagement and stories
publishDate 2019
url http://hdl.handle.net/1828/11064
work_keys_str_mv AT kronischdevanc greengamificationchanginghabitsthroughlongtermengagementandstories
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