{"title":"游戏化促进可持续消费:最新概况和未来议程","authors":"Weng Marc Lim, Manish Das, Wamika Sharma, Aastha Verma, Rajeev Kumra","doi":"10.1002/bse.4021","DOIUrl":null,"url":null,"abstract":"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 <jats:italic>environmental sustainability</jats:italic>, <jats:italic>sustainability education</jats:italic>, <jats:italic>sustainable behavioral changes</jats:italic>, <jats:italic>sustainable living</jats:italic>, <jats:italic>sustainable tourism</jats:italic>, and <jats:italic>workplace sustainability</jats:italic>, underscoring that sustainable consumption (e.g., energy) is not only personal but also professional. This study also offers a rich organizer of <jats:italic>antecedents</jats:italic> (game mechanics, incentives and mechanisms, social dynamics, sustainability focus, and user experience), <jats:italic>mediators</jats:italic> and <jats:italic>moderators</jats:italic> (psychographic and socio‐cultural), <jats:italic>controls</jats:italic> (demographic and contextual), and <jats:italic>outcomes</jats:italic> (behavioral changes, consumption patterns, and psychographic shifts), alongside relevant <jats:italic>theories</jats:italic> and <jats:italic>methods</jats:italic>, 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 Development Goal (SDG) 12 on Responsible Consumption and Production.","PeriodicalId":9518,"journal":{"name":"Business Strategy and The Environment","volume":"8 1","pages":""},"PeriodicalIF":12.5000,"publicationDate":"2024-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda\",\"authors\":\"Weng Marc Lim, Manish Das, Wamika Sharma, Aastha Verma, Rajeev Kumra\",\"doi\":\"10.1002/bse.4021\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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 <jats:italic>environmental sustainability</jats:italic>, <jats:italic>sustainability education</jats:italic>, <jats:italic>sustainable behavioral changes</jats:italic>, <jats:italic>sustainable living</jats:italic>, <jats:italic>sustainable tourism</jats:italic>, and <jats:italic>workplace sustainability</jats:italic>, underscoring that sustainable consumption (e.g., energy) is not only personal but also professional. This study also offers a rich organizer of <jats:italic>antecedents</jats:italic> (game mechanics, incentives and mechanisms, social dynamics, sustainability focus, and user experience), <jats:italic>mediators</jats:italic> and <jats:italic>moderators</jats:italic> (psychographic and socio‐cultural), <jats:italic>controls</jats:italic> (demographic and contextual), and <jats:italic>outcomes</jats:italic> (behavioral changes, consumption patterns, and psychographic shifts), alongside relevant <jats:italic>theories</jats:italic> and <jats:italic>methods</jats:italic>, 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 Development Goal (SDG) 12 on Responsible Consumption and Production.\",\"PeriodicalId\":9518,\"journal\":{\"name\":\"Business Strategy and The Environment\",\"volume\":\"8 1\",\"pages\":\"\"},\"PeriodicalIF\":12.5000,\"publicationDate\":\"2024-11-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Business Strategy and The Environment\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://doi.org/10.1002/bse.4021\",\"RegionNum\":1,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"BUSINESS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Business Strategy and The Environment","FirstCategoryId":"91","ListUrlMain":"https://doi.org/10.1002/bse.4021","RegionNum":1,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda
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 Development Goal (SDG) 12 on Responsible Consumption and Production.
期刊介绍:
Business Strategy and the Environment (BSE) is a leading academic journal focused on business strategies for improving the natural environment. It publishes peer-reviewed research on various topics such as systems and standards, environmental performance, disclosure, eco-innovation, corporate environmental management tools, organizations and management, supply chains, circular economy, governance, green finance, industry sectors, and responses to climate change and other contemporary environmental issues. The journal aims to provide original contributions that enhance the understanding of sustainability in business. Its target audience includes academics, practitioners, business managers, and consultants. However, BSE does not accept papers on corporate social responsibility (CSR), as this topic is covered by its sibling journal Corporate Social Responsibility and Environmental Management. The journal is indexed in several databases and collections such as ABI/INFORM Collection, Agricultural & Environmental Science Database, BIOBASE, Emerald Management Reviews, GeoArchive, Environment Index, GEOBASE, INSPEC, Technology Collection, and Web of Science.