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Developing a gamified mobile application to encourage sustainable energy use in the office

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  • Oppong-Tawiah, Divinus
  • Webster, Jane
  • Staples, Sandy
  • Cameron, Ann-Frances
  • Ortiz de Guinea, Ana
  • Hung, Tam Y.

Abstract

Faced with growing pressures to become more environmentally sustainable, many companies are exploring innovative ways to incorporate “green” practices into their business processes. We focus on employees and their pro-environmental behaviours in the workplace. Drawing on gamification and persuasive design principles, we utilized five design cycles to develop and test a system that tracks employees' electricity usage on their computer-related equipment, engages them through a mobile application using a garden metaphor, and encourages them to reduce their energy consumption. The results of the design cycles built on each other, demonstrating that the system decreases employees' electricity consumption and increases their motivation to continue engaging in pro-environmental behaviours. Possible extensions to the system were also explored. Reflecting on our experiences, seven guidelines emerged related to gamification design and the wider field of design science research. Limitations and future research directions for gamification and environmental sustainability research are discussed.

Suggested Citation

  • Oppong-Tawiah, Divinus & Webster, Jane & Staples, Sandy & Cameron, Ann-Frances & Ortiz de Guinea, Ana & Hung, Tam Y., 2020. "Developing a gamified mobile application to encourage sustainable energy use in the office," Journal of Business Research, Elsevier, vol. 106(C), pages 388-405.
  • Handle: RePEc:eee:jbrese:v:106:y:2020:i:c:p:388-405
    DOI: 10.1016/j.jbusres.2018.10.051
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    References listed on IDEAS

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    1. David K. Levine & Drew Fudenberg, 2006. "A Dual-Self Model of Impulse Control," American Economic Review, American Economic Association, vol. 96(5), pages 1449-1476, December.
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    3. Holloway, Sjana S. & van Eijnatten, Frans M. & Romme, A.Georges.L. & Demerouti, Eva, 2016. "Developing actionable knowledge on value crafting: A design science approach," Journal of Business Research, Elsevier, vol. 69(5), pages 1639-1643.
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    Cited by:

    1. Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
    2. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
    3. Bitrián, Paula & Buil, Isabel & Catalán, Sara, 2021. "Enhancing user engagement: The role of gamification in mobile apps," Journal of Business Research, Elsevier, vol. 132(C), pages 170-185.
    4. Abril, Carmen & Gimenez-Fernandez, Elena M. & Camacho-Miñano, María-del-Mar, 2024. "Using gamification to overcome innovation process challenges: A literature review and future agenda," Technovation, Elsevier, vol. 133(C).

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