How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application
Abstract
:1. Introduction
2. Materials and Methods
2.1. WasteApp
2.2. Design of the Application
- Mechanics. In this layer, the algorithmic relationships and data structures that make up the game are established. Within this level are the databases, the definition of variables, and the algorithmic model of the game. In the case of WasteApp, the mechanics are based mainly on an SQL (Structured Query Language) database in which the waste bin positions of the selective waste collection, the programming of QR codes, and the algorithm of gain and exchange of points are stored.
- Dynamics. The dynamics include the user’s utilization of mechanics and the interactions of the internal structures of the game itself. For WasteApp, it is mainly the process of obtaining points through the reading of QR codes and the subsequent exchange for prizes.
- Sensations. The final objective of the game is to evoke an emotional response from the user. In this case, the target is directly related to three primary mechanisms: the implicit reward of knowing that contributes to the sustainability of the place visited, obtaining points and, finally, the tangible reward received (see Figure 3).
- The game must run on both IOS® and Android®.
- The game philosophy is based on a points-reward strategy in which the users obtain points by reading QR codes located on waste bins.
- Each city must be independent.
- Usefulness. The app aims to provide a useful tool to the users.
- Challenge. The users are encouraged to keep on using the application looking for rewards.
- Social/Ecology conscience. The project’s background is intended to transmit to the users.
- To fulfil the above aesthetics, the simple mechanics proposed in the first place were:
- The users have information about the waste collection infrastructure on an interactive map.
- The users earn points by reading QR codes on the waste bins. Each city has a prize catalogue, and the needed marks are fixed to look for hooking up and not discouraging users.
- Some eco-tips (waste related ecology tips) are displayed on the users’ screens after they read QR codes. Additionally, some points are provided for tweeting using the project’s hashtag.
- Each city has its independent database.
2.3. Implementation Details
3. Theoretical Framework and Hypotheses Development
3.1. Expected Benefits
3.1.1. Expected Functional Benefits
3.1.2. Expected Hedonic Benefits
3.1.3. Expected Social Benefits
3.2. Expected Threats
3.2.1. Perceived Risk
3.2.2. Trust in the Supplier of the Application
3.3. User´s Features
3.3.1. Technological Knowledge
3.3.2. Personal Values
3.4. Moderating Effect of Perceived Risk on the Relationship between Expected Benefits and the Intention to Use the Gamified Application
3.5. Intention to Use Mobile Gamification Technology
- Attitude toward the intention to use the app, that is, the perception of the individual as good or bad behaviour.
- Subjective rules, that is, the social pressure perceived by the person to adopt that technology.
- Control of perceived act, or the perception of ease of use of the application.
4. Methodology
4.1. Sample
4.2. Variables
- Expected Benefits were measured from the model proposed by Wang and Fessenmaier [79] regarding the active participation of members of a travel community.
- ∘
- ∘
- ∘
- All items were measured on a seven-point Likert scale in which 1 = strongly disagree, and 7 = strongly agree.
5. Results
5.1.Hypothesis Testing
6. Discussion and Conclusions
Author Contributions
Acknowledgments
Conflicts of Interest
References
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Characteristics | Frequency | % | |
---|---|---|---|
Gender | Male | 48 | 60.8 |
Female | 30 | 38.0 | |
Other | 1 | 1.3 | |
Age | 18–24 | 10 | 12.7 |
2–34 | 26 | 32.9 | |
3–44 | 21 | 26.6 | |
4–54 | 11 | 13.9 | |
>54 | 11 | 13.9 | |
Education | Primary school | 2 | 2.5 |
High School | 13 | 16.5 | |
Bachelor’s degree | 34 | 43.0 | |
Master’s degree | 30 | 38.0 | |
Occupation | Small farmer | 1 | 1.3 |
Self-employed (<6 employees) | 2 | 2.5 | |
Businessman (>5 employees) | 1 | 1.3 | |
Professional (high qualification) | 38 | 48.1 | |
Manager, executive | 9 | 11.4 | |
Middle management | 10 | 12.7 | |
Employ free of charge | 16 | 20.3 | |
Unqualified worker | 2 | 2.5 | |
Total | 79 | 100.0 |
Expected Functional Benefits (EFB) | Factor | Cronbach’s Alpha | |
EFB 1 | 0.857 | 0.862 | |
EFB 2 | 0.927 | ||
EFB 3 | 0.914 | ||
Percentage of explained variance | 80.918 | ||
Eigen value | 2.428 | ||
KMO Index | 0.716 | ||
Bartlett’s sphericity test | 132.438 | ||
Significance | 0.000 | ||
Expected hedonic benefits (EHB) | Factor | Cronbach’s Alpha | |
EHB 1 | 0.854 | 0.810 | |
EHB 2 | 0.733 | ||
EHB 3 | 0.822 | ||
EHB 4 | 0.797 | ||
Percentage of explained variance | 64.439 | ||
Eigen value | 2.578 | ||
KMO Index | 0.773 | ||
Bartlett’s sphericity test | 104.82 | ||
Significance | 0.000 | ||
Expected social benefits (ESB) | Factor | Cronbach’s Alpha | |
ESB 1 | 0.888 | 0.892 | |
ESB 2 | 0.931 | ||
ESB 3 | 0.824 | ||
ESB 4 | 0.835 | ||
Percentage of explained variance | 75.790 | ||
Eigen value | 3.032 | ||
KMO Index | 0.806 | ||
Bartlett’s sphericity test | 192.928 | ||
Significance | 0.000 | ||
Trust in supplier (TIS) | Factor | Cronbach’s Alpha | |
TIS1 | 0.823 | 0.811 | |
TIS2 | 0.881 | ||
TIS3 | 0.856 | ||
Percentage of explained variance | 72.849 | ||
Eigen value | 2.185 | ||
KMO Index | 0.704 | ||
Bartlett’s sphericity test | 79.513 | ||
Significance | 0.000 | ||
Perceived risk (PR) | Factor | Cronbach’s Alpha | |
PR1 | 0.862 | 0.828 | |
PR2 | 0.869 | ||
PR3 | 0.858 | ||
Percentage of explained variance | 74.487 | ||
Eigen value | 2.235 | ||
KMO Index | 0.723 | ||
Bartlett’s sphericity test | 85.170 | ||
Significance | 0.000 | ||
Technical knowledge (TK) | Factor | Cronbach’s Alpha | |
TK1 | 0.852 | 0.900 | |
TK2 | 0.874 | ||
TK3 | 0.913 | ||
TK4 | 0.873 | ||
Percentage of explained variance | 77.745 | ||
Eigen value | 3.086 | ||
KMO Index | 0.789 | ||
Bartlett’s sphericity test | 202.328 | ||
Significance | 0.000 | ||
Personal environmental values (PEV) | Factor1 Factor2 | Cronbach’s Alpha | |
PEV1 | 0.918 0.001 | 0.571 | |
PEV2 | 0.873 0.206 | ||
PEV3 | −0.062 0.8981 | ||
PEV4 | 0.382 0.624 | ||
Percentage of explained variance | 74.815 | ||
Eigen value of factor 1 | 1.942 | ||
Eigen value of factor 2 | 1.050 | ||
KMO Index | 0.564 | ||
Bartlett’s sphericity test | 62.694 | ||
Significance | 0.000 | ||
Intention of use (IU) | Factor | Cronbach’s Alpha | |
IU1 | 0.906 | 0.929 | |
IU2 | 0.941 | ||
IU3 | 0.948 | ||
IU4 | 0.834 | ||
Percentage of explained variance | 82.510 | ||
Eigen value | 3.300 | ||
KMO Index | 0.810 | ||
Bartlett’s sphericity test | 281.033 | ||
Significance | 0.000 |
Model I | Model II | |||
---|---|---|---|---|
Variables | Beta Coefficient | t (p) | β Coefficient | t (p) |
Constant | 0.000 | −0.451(0.653) | 0.000 | −0.076 (0.940) |
Expected functional benefits | 0.220 | 1.724 (0.089) * | 0.118 | 0.866 (0.389) |
Expected hedonic benefits | 0.119 | 0.995 (0.323) | 0.060 | 0.451 (0.654) |
Expected social benefits | 0.311 | 2.302 (0.024) ** | 0.422 | 3.052 (0.003) *** |
Trust in supplier | 0.045 | 0.450 (0.654) | −0.017 | −0.176 (0.861) |
Perceived risk | 0.212 | 1.923 (0.059) * | 0.269 | 1.794 (0.077) * |
Technical knowledge | −0.088 | −0.903 (0.370) | −0.110 | −1.131 (0.262) |
Recycling significance | 0.001 | 0.007 (0.994) | −0.123 | −0.956 (0.343) |
Recycling awards | 0.034 | 0.297 (0.767) | 0.013 | 0.110 (0.913) |
Gender | 0.048 | 0.456 (0.650) | 0.014 | 0.130 (0.897) |
Age | 0.009 | 0.089 (0.930) | 0.029 | 0.300 (0.765) |
PRxEFB | −0.377 | −2.068 (0.043) ** | ||
PRxEHB | −0.046 | −0.221 (0.826) | ||
PRxESB | 0.229 | 1.353 (1.181) | ||
R2 | 0.457 | 0.520 | ||
Adjusted R2 | 0.377 | 0.424 | ||
F | 5.724 (0.000) *** | 5.421 (0.000) *** |
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Lidia, A.-C.; Julio, R.-T.; Petra, D.S.-P.; Rafael, P.-J. How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application. Sustainability 2018, 10, 1544. https://doi.org/10.3390/su10051544
Lidia A-C, Julio R-T, Petra DS-P, Rafael P-J. How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application. Sustainability. 2018; 10(5):1544. https://doi.org/10.3390/su10051544
Chicago/Turabian StyleLidia, Aguiar-Castillo, Rufo-Torres Julio, De Saa-Pérez Petra, and Perez-Jimenez Rafael. 2018. "How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application" Sustainability 10, no. 5: 1544. https://doi.org/10.3390/su10051544
APA StyleLidia, A. -C., Julio, R. -T., Petra, D. S. -P., & Rafael, P. -J. (2018). How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application. Sustainability, 10(5), 1544. https://doi.org/10.3390/su10051544