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Playing 4 the Planet : Exploring the Link Between Gamification User Types and Environmental Consciousness
Rauh, Caterina; Sailer-Frank, Sabrina; Sucky, Eric; u. a. (2025): Playing 4 the Planet : Exploring the Link Between Gamification User Types and Environmental Consciousness, in: AMCIS 2025 Proceedings, AIS Electronic Library (AISeL), S. 1–10.
Author:
Title of the compilation:
AMCIS 2025 Proceedings
Conference:
Americas Conference on Information Systems 2025 (AMCIS), August 14-16, 2025 ; Montréal
Publisher Information:
Year of publication:
2025
Pages:
Language:
English
Abstract:
Sustainable consumption, a key component of the UN Sustainable Development Goals, aims to foster the responsible use of resources for present and future generations. A common tool to promote sustainable consumption is gamification. However, studies show mixed results, indicating that a one fits all gamification approach is not feasible. Tailored gamification, and in particular the use of Gamification User Types (UT), combined with the concept of Environmental Consciousness (EC) offer the opportunity to achieve desired behavior change outcomes. We analyze the relationship between different UTs, and EC based on self-determination theory. An online survey (n=1,010) reveals significant relationships between EC and three of the four intrinsically motivated UTs. Applying goal-framing theory, we argue that tailored gamification can help bridge the motivation-behavior gap in sustainable consumption by combining altruistic and egoistic goals to support behavioral change and promote sustainable practices.
Keywords: ;  ; 
Gamification User Types
Environmental Consciousness
Sustainable Consumption
DDC Classification:
RVK Classification:
Peer Reviewed:
Yes:
International Distribution:
Yes:
Open Access Journal:
Yes:
Type:
Conferenceobject
Activation date:
September 8, 2025
Versioning
Question on publication
Permalink
https://fis.uni-bamberg.de/handle/uniba/110300