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{{semorg-toolbox
{{semorg-toolbox
|name=Gamification
|name=Gamification of climate friendly behaviour
|description=Gamification is the application of game-design mechanics — such as points, rewards, competitions, challenges, and progress tracking — to non-game contexts in order to motivate behaviour change. In the context of urban sustainability and mobility, it turns everyday choices like taking public transport, cycling, or saving energy into visible, rewarding actions that feel meaningful and fun rather than obligatory.
|description=Gamification is the application of game-design mechanics — such as points, rewards, competitions, challenges, and progress tracking — to non-game contexts in order to motivate behaviour change. In the context of urban sustainability and mobility, it turns everyday choices like taking public transport, cycling, or saving energy into visible, rewarding actions that feel meaningful and fun rather than obligatory.
|hypothesis=Stuck in behaviour habits
|hypothesis=Stuck in behaviour habits
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|spatial-limitation=no
|spatial-limitation=no
|target-group=general public, local/district administration, city administration, residents of particular area, NGOs / local interest groups, private companies, car drivers
|target-group=general public, local/district administration, city administration, residents of particular area, NGOs / local interest groups, private companies, car drivers
|tool-type=Vision
|tool-type=Action
|language=german, english
|language=german, english
|empowerment-strategy=shared public participation
|empowerment-strategy=shared public participation
}}
}}

Latest revision as of 13:18, 1 June 2026

TOOL
Gamification of climate friendly behaviour
Short description

Gamification is the application of game-design mechanics — such as points, rewards, competitions, challenges, and progress tracking — to non-game contexts in order to motivate behaviour change. In the context of urban sustainability and mobility, it turns everyday choices like taking public transport, cycling, or saving energy into visible, rewarding actions that feel meaningful and fun rather than obligatory.

Unlock-hypothesis

Stuck in behaviour habits

Gamification makes the alternative behaviour immediately rewarding, creates social pressure and competition, and builds new routines through repetition and positive reinforcement.

Lock-in Layers

behavioural

Lock-in Cluster

Lack of Motivation/Intention & Habits, Attitudes

Tool maturity Level

TML3

Link for further information about the tool
Level of effort for application

high

Skill level needed for application

high

Suitable spatial context

flexible

Spatial limitation

no

Target group

general public, local/district administration, city administration, residents of particular area, NGOs / local interest groups, private companies, car drivers

Tool type

Action

Languages

german, english