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Designing Gamified Apps for Sustainable Consumption: A Field Study
Journal article   Open access   Peer reviewed

Designing Gamified Apps for Sustainable Consumption: A Field Study

Rory Mulcahy, Rebekah Russell-Bennett and Dawn Iacobucci
Journal of Business Research, Vol.106, pp.377-387
2020
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Accepted VersionCC BY-NC-ND V4.0 Open Access
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https://doi.org/10.1016/j.jbusres.2018.10.026View
Published Version

Abstract

gamification sustainability serious games gamified app social marketing sustainable consumption energy usage data
This research tests the effectiveness of a social marketing field study on sustainable consumption conducted by energy companies on real customers. The study uses a gamified app to encourage sustainable household energy usage. We analyze app usage, survey, and energy bills data to demonstrate the impact of specific game design elements on customers' perceived enjoyment and knowledge, and their behavioral intentions regarding sustainable consumption. We show the gamified app influences energy saving behaviors and word-ofmouth, and results in significant monetary savings compared to a control group. These are exciting results that provide novel insights and help support the potential of gamified apps for businesses and consumers.

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Collaboration types
Domestic collaboration
International collaboration
Web Of Science research areas
Business

UN Sustainable Development Goals (SDGs)

This output has contributed to the advancement of the following goals:

#2 Zero Hunger
#4 Quality Education
#12 Responsible Consumption & Production
#13 Climate Action
#14 Life Below Water
#15 Life on Land

Source: InCites

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