Identificador persistente para citar o vincular este elemento: http://hdl.handle.net/10553/120999
Título: Gamification or How to Make a “Green” Behavior Become a Habit
Autores/as: Aguiar Castillo, Carmen Lidia 
Pérez Jiménez, Rafael 
Clasificación UNESCO: 33 Ciencias tecnológicas
Fecha de publicación: 2022
Resumen: One of the main challenges faced by tourist destinations is waste management. A poor waste collection and management policy is an additional factor affecting the tourist destination's sustainability within this general problem. These situations are trying to be solved with incentives derived from gamification tools that motivate people to recycle. This study, within the scope of a European project called UrbanWaste, found significant results that suggested that this tool can promote recycling behavior, but what happens when customers come back home? Gamification even makes a habit take root in the people who use it by activating external motivators. This recycling habit emanates from an altruistic feeling and aims to leave a better world for future generations (intrinsic motivation). However, they also recommend the app to show a benevolent image by making the behavior visible (internalized extrinsic motivation) and improving destination branding.
URI: http://hdl.handle.net/10553/120999
ISBN: 9781799892236
ISSN: 2327-3429
2327-3437
DOI: 10.4018/978-1-7998-9223-6.ch015
Fuente: Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
Colección:Capítulo de libro
Vista completa

Visitas

40
actualizado el 13-abr-2024

Google ScholarTM

Verifica

Altmetric


Comparte



Exporta metadatos



Los elementos en ULPGC accedaCRIS están protegidos por derechos de autor con todos los derechos reservados, a menos que se indique lo contrario.