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Gamification as a Sustainable Source of Motivation

A special issue of Sustainability (ISSN 2071-1050). This special issue belongs to the section "Sustainable Education and Approaches".

Deadline for manuscript submissions: closed (31 December 2021) | Viewed by 24508

Special Issue Editor


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Guest Editor
Department of Marketing and Market Research, University of Zaragoza, Zaragoza, Spain
Interests: gamification; serious games; advergames; game dynamics; user motivation; user engagement

Special Issue Information

Dear Colleagues, 

Gamification has arisen as a sustainable source of motivation that, through the users’ interactions with the affordances embedded in a system, directs individuals toward the attainment of target behaviors. This is why it has been particularly beneficial in contexts where individuals need to display long-term commitment and persistence, such as sustainable behaviors, education and exercise.

The purpose of this Special Issue is to provide new insights into the effects of gamification at different levels. At the transformative level, gamification has been shown to be a highly effective means of motivating sustainable consumption, education and health. At the customer level, gamification can increase marketing effectiveness by promoting user commitment, user engagement, willingness to pay, the adoption of product innovations, customer loyalty and participation. At the intraorganizational level, gamification has great potential to motivate employees and enhance their productivity. At the in-game level, gamification has the potential to enhance users’ experiences by increasing their enjoyment, motivation, engagement, effort and persistence.

In this Special Issue, we encourage a wide range of submissions from any disciplinary background, including empirical and conceptual research papers, case studies, and reviews that advance the state of the art in examining gamification. The topics of interest for this Special Issue include (but are not limited to) the following:

  • Gamification design, game dynamics and motivational affordances;
  • Gameful experiences, user motivation and user engagement;
  • Gamification in education and game-based learning;
  • Sustainable gamification and green gamification;
  • Serious games and simulation games;
  • Work gamification;
  • Games for health;
  • Gamification in marketing;
  • Player/user types and gamification effectiveness;
  • The side-effects and long-term effects of gamification;
  • The societal impacts of and ethical issues surrounding gamification.

Prof. Dr. Sara Catalán Gil
Guest Editor

Manuscript Submission Information

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Keywords

  • gamification
  • serious games
  • game design
  • gameful experiences
  • game dynamics
  • user motivation
  • user engagement

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Published Papers (4 papers)

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Research

14 pages, 5883 KiB  
Article
Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse
by Sungjin Park and Sangkyun Kim
Sustainability 2022, 14(3), 1361; https://doi.org/10.3390/su14031361 - 25 Jan 2022
Cited by 144 | Viewed by 12838
Abstract
The metaverse is expected to turn imagination into reality through the convergence of various technologies and should be considered as a medium for sustainable education, free from the constraints of time and space. The purpose of this study was to identify world types [...] Read more.
The metaverse is expected to turn imagination into reality through the convergence of various technologies and should be considered as a medium for sustainable education, free from the constraints of time and space. The purpose of this study was to identify world types in the metaverse to deliver a gameful experience to users. The relationship between gameful experience and learning motivation was examined by analyzing previous studies. Furthermore, the metaverse platforms were confirmed as virtual worlds using the metaverse classification. This study employed a bottom-up approach based on real cases to identify world types that can be used for metaverse-based education. Survival, maze, multi-choice, racing/jump, and escape room world types were identified. The results of this study can be used to provide equal educational opportunities to learners by creating innovative educational environments. This is expected to enable the achievement of the fourth sustainable development goal. Full article
(This article belongs to the Special Issue Gamification as a Sustainable Source of Motivation)
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11 pages, 1143 KiB  
Article
A Narrative-Driven Role-Playing Game for Raising Flood Awareness
by Fotios Spyropoulos, Ioannis Trichakis and Anthi-Eirini Vozinaki
Sustainability 2022, 14(1), 554; https://doi.org/10.3390/su14010554 - 5 Jan 2022
Cited by 5 | Viewed by 3159
Abstract
In the framework of a water resources management class in the Technical University of Crete, a narrative-driven role-playing game (RPG) was planned and tested in the classroom, with the intent to raise awareness among the students on how floods can have an impact [...] Read more.
In the framework of a water resources management class in the Technical University of Crete, a narrative-driven role-playing game (RPG) was planned and tested in the classroom, with the intent to raise awareness among the students on how floods can have an impact on the everyday lives of different citizens. During this game, the students had the opportunity to act as different stakeholders. In order to assess the impact of this game on participants’ thoughts of who might be affected by a flood event, two questionnaires were used, one before and one after the game. The results show that there was very positive feedback from the participants on how this RPG helped them realize the different implications a flood event might have on citizens and decision makers. The community-based aspect that was chosen for this RPG implementation showed the difficulties the specific roles would face as single individuals and as a community in general. Using a similar approach can help any stakeholder understand the challenges in a more direct way than with traditional lecturing and presentations. Full article
(This article belongs to the Special Issue Gamification as a Sustainable Source of Motivation)
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26 pages, 2951 KiB  
Article
Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App
by Dan Wang, Mas Nida Md Khambari, Su Luan Wong and Abu Bakar Razali
Sustainability 2021, 13(22), 12792; https://doi.org/10.3390/su132212792 - 19 Nov 2021
Cited by 10 | Viewed by 3072
Abstract
The use of gamification and AR technology is found to have the capacity to enhance students’ interest. In this study, the researchers chose a class in a vocational college in China as a specific case that used the gamified AR mobile application, called [...] Read more.
The use of gamification and AR technology is found to have the capacity to enhance students’ interest. In this study, the researchers chose a class in a vocational college in China as a specific case that used the gamified AR mobile application, called XploreRAFE+. This study aimed to explore the use of XploreRAFE+ in the formation of learners’ interest in order to answer the research question: What is the process of interest formation among vocational college students in a gamified AR environment, and how does it sustain students’ motivation in learning English? The data for the study were collected via observations, interviews, and document analysis. The findings of the study indicated that in a gamified AR environment, vocational college students’ interest was triggered by piquing curiosity. This then led to optimal learning experiences, where eventually the students began to have positive perceptions of English lessons and were motivated to extend learning experience on their own. These three components of interest formation formed a dynamic loop where interest formation was developed in a cyclical process. It is proposed that a cyclical formation of interest developed through a gamified AR environment over time could sustain learners’ motivation. Full article
(This article belongs to the Special Issue Gamification as a Sustainable Source of Motivation)
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17 pages, 1076 KiB  
Article
Investigating the Influence of Personalised Gamification on Mobile Survey User Experience
by Stéphanie Carlier, Dries Coppens, Femke De Backere and Filip De Turck
Sustainability 2021, 13(18), 10434; https://doi.org/10.3390/su131810434 - 18 Sep 2021
Cited by 6 | Viewed by 3297
Abstract
Gamification in healthcare has shown to increase user motivation and treatment adherence. Personalisation strategies have the potential to create sustainable health change and user motivation. In striving for personalisation, surveys are often used as an easy tool to collect information about the user. [...] Read more.
Gamification in healthcare has shown to increase user motivation and treatment adherence. Personalisation strategies have the potential to create sustainable health change and user motivation. In striving for personalisation, surveys are often used as an easy tool to collect information about the user. But lengthy surveys are often tedious and demotivating, provoking bad respondent behaviour which results in a loss of data quality. Gamified surveys can enhance respondent behaviour but are labour-intensive to develop. This study explores the effect of a re-usable mobile survey application, using personalised gamification, on user experience. In an A/B study setting with 28 participants, The Hexad Player Type Framework is used to determine the player type of the user and personalise the survey accordingly. Results have shown that the overall user experience of the gamified application is higher than the traditional survey and 37.5% of gamified users perceived the duration of the survey as shorter than the actual time, compared to 20% of the respondents of the traditional survey. No significant difference in data quality has been detected, as loss in data quality remained limited in both versions. Future work should explore the influence of more elaborate game elements in a larger population. Full article
(This article belongs to the Special Issue Gamification as a Sustainable Source of Motivation)
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