Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes
Abstract
:1. Introduction
2. Theoretical Background
Environment Sustainability in Mobile Gamification
3. Materials and Methods
- -
- Non-participant observation: the researcher is a passive spectator of the phenomenon studied, and is limited to recording the information without interacting and avoiding any relation to the phenomenon or person he/she is investigating. In the conduction of the research, indirect observation was used where reality itself is not observed, but a selection of documentary sources, information or content such as photos, videos, files, audios, press, etc. [57] In this case, the visualization and interaction with 10 mobile applications without interfering in the design of its interface.
- -
- Documents: information available on any subject that is practically impossible to know and consult in its entirety [58]. This data compilation tool is necessary with the selection of mobile applications while maintaining a rigorous process based on the number of downloads.
- Environmental protection: applications that seek to raise awareness about the prevention and protection of the environment, including information to reduce the impact of pollution.
- Educational strategies: incorporate learning activities in the application aimed at caring the environment.
- Water care: specific initiatives towards water care.
- Ecological sustainability: management and profile of users for biological maintenance and conservation.
- Environmental campaigns: communicate good ecological practices and promote the proper use of renewable energies
- Components: intention and purpose of the activity; tables of positions, points, medals, collections and levels are arranged.
- Mechanics: elements that influence the behavior of users; it is oriented to triumph, challenges, rewards, randomness competition and cooperation.
- Dynamics: result of behaviors and interactions between users that are motivated by the components and mechanisms; it refers to relationships, narrative, emotions, restrictions and progression.
4. Results
4.1. Mobile Applications Directed Aimed at Ecology
4.2. Analysis of Gamification Components in Mobile Applications Related to the Environment
4.3. Gamification Mechanics in Mobile Applications Related to the Environment
4.4. Gamification Dynamics in Mobile Applications Related to the Environment
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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N° | Mobile App | N° Downloads | Average Rating |
---|---|---|---|
1 | EcoClicker | 1,000,000+ | 4/5 |
2 | Desafío Ambiental | 50,000+ | 4.6/5 |
3 | Save the Earth | 50,000+ | 4.6/5 |
4 | El Defensor de la Naturaleza | 50,000+ | 4.4/5 |
5 | Greenpeace Apptivista | 50,000+ | 4/5 |
6 | Mi Planeta Tierra | 50,000+ | 4.3/5 |
7 | Go Green Challenge | 10,000+ | 4.1/5 |
8 | Zero Waste | 10,000+ | 4.2/5 |
9 | Save the Eco | 10,000+ | 4.1/5 |
10 | Ecodivertidos | 10,000+ | 4/5 |
Mechanics | Hierarchical Level |
---|---|
Challenges | 10 |
Feedback | 10 |
Progression | 8 |
Rewards | 7 |
Triumph | 6 |
Randomness | 5 |
Possession | 3 |
Transaction | 1 |
Cooperation | 0 |
Competition | 0 |
Challenges | Action |
---|---|
Action | Know pollution problems of the City/Country, presenting tips and environmental publications |
Power | Reduce energy consumption by 20%, switch to cheaper bulbs, turn off lights and dry your hair and clothes in the “air”. |
Green | Recover water waste, take care of existing plants, plant a tree in three different places, do not litter along the way and take short showers. |
Recycle | Donate items that are no longer needed, vintage stores, buy environmentally friendly products and organize waste according to its type. |
Health | Do more sport, eat less meat |
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Torres-Toukoumidis, A.; León, D.V.; De-Santis, A.; López-López, P.C. Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes. Societies 2022, 12, 42. https://doi.org/10.3390/soc12020042
Torres-Toukoumidis A, León DV, De-Santis A, López-López PC. Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes. Societies. 2022; 12(2):42. https://doi.org/10.3390/soc12020042
Chicago/Turabian StyleTorres-Toukoumidis, Angel, Diego Vintimilla León, Andrea De-Santis, and Paulo Carlos López-López. 2022. "Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes" Societies 12, no. 2: 42. https://doi.org/10.3390/soc12020042
APA StyleTorres-Toukoumidis, A., León, D. V., De-Santis, A., & López-López, P. C. (2022). Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes. Societies, 12(2), 42. https://doi.org/10.3390/soc12020042