Knowledge Agora



Scientific Article details

Title Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators
ID_Doc 71142
Authors Guillen, G; Hamari, J
Title Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators
Year 2024
Published Simulation & Gaming, 55.0, 3
DOI 10.1177/10468781231211213
Abstract Background. Although gamified sustainable consumption apps (SCAs) have been on the rise, only a few have survived longer than two years. While most existing research focuses on how gamification contributes to engagement and the formation of more sustainable consumption habits, there is little about how their survival is secured. Intervention's Purpose. Twenty-one SCA creators shared their considerations and experiences managing SCAs, providing valuable insights into the field of gamified sustainable consumption and practical insights for their stakeholders. Methods. Ideal-type and narrative analyses of the interviews unraveled some relevant survival strategies and lessons learned. Results. The creators' motivation and background play a role in the app's survival. Their experiences exposed several aspects affecting their gamification strategies and their relevance for the apps, highlighting traps to avoid and opportunities to improve their standing in an increasingly competitive market. Discussion. Most creators shared stories of "learn as you go," presenting how the flexibility to adjust the apps' business models rather than the creators' professional background is a critical success factor. Since their apps represent their understanding of sustainability, SCA creators should find practical and emotional ways to engage their users while considering the objectives of their apps. Conclusion. Awareness of the risks and pitfalls when creating an SCA may not be enough for successfully undertaking this enterprise. The creators should be capable of strategically plan for all the activities that creating and managing an SCA convey even before the app is conceptualized.
Author Keywords sustainable consumption; gamification; business management; mobile apps; technology ethics; game-based education
Index Keywords Index Keywords
Document Type Other
Open Access Open Access
Source Emerging Sources Citation Index (ESCI)
EID WOS:001090813200001
WoS Category Education & Educational Research; Psychology, Social; Social Sciences, Interdisciplinary
Research Area Education & Educational Research; Psychology; Social Sciences - Other Topics
PDF https://journals.sagepub.com/doi/pdf/10.1177/10468781231211213
Similar atricles
Scroll