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Gaming as a Driver for Social Behaviour Change for Sustainability

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Advances in Human Factors in Wearable Technologies and Game Design (AHFE 2017)

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Social interventions emerging from the field of social psychology have drawn attention to the social dimension of behaviour change for meeting sustainability objectives. Gamified Behaviour Change Programmes (GBCPs) are one such example, which have been quite effective in stimulating a positive change in behaviour and in establishing a culture of sustainability within the targeted groups. Gaming is an integral part of GBCPs as it adds fun and excitement to the process and motivates the players to adopt sustainable actions in a playful way. By investigating some of the effectively implemented cases of GBCPs, the study intends to develop a deeper understanding of the process of social behaviour change, particularly of the role that elements of game mechanics play in engaging and motivating the participants and in facilitating an influential social environment for behaviour change. This understanding would provide some essential touchpoints for applying game mechanics to the process of social behaviour change for environmental benefit.

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The authors would like to thank The Hong Kong Polytechnic University for providing the research support for the study. The university also provided the postgraduate study fund for data collection and analysis. The authors also thank the Wuhan University of Technology for partial support in the preparation of this paper.

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Correspondence to Satyakam Sharma .

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Sharma, S., Siu, K.W.M. (2018). Gaming as a Driver for Social Behaviour Change for Sustainability. In: Ahram, T., Falcão, C. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2017. Advances in Intelligent Systems and Computing, vol 608. Springer, Cham.

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-60638-5

  • Online ISBN: 978-3-319-60639-2

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