Identificador persistente para citar o vincular este elemento: http://hdl.handle.net/10553/41517
Campo DC Valoridioma
dc.contributor.authorAguiar Castillo, Lidiaen_US
dc.contributor.authorRufo Torres, Julioen_US
dc.contributor.authorDe Saa Pérez, Petraen_US
dc.contributor.authorPérez Jiménez, Rafaelen_US
dc.date.accessioned2018-07-10T11:41:28Z-
dc.date.available2018-07-10T11:41:28Z-
dc.date.issued2018en_US
dc.identifier.issn2071-1050en_US
dc.identifier.urihttp://hdl.handle.net/10553/41517-
dc.description.abstractGamification lies in using elements explicitly designed for games in non-playful environments to achieve the player's commitment and to encourage the development of specific behaviors. These tools can also be used as persuasion when it is intended to influence users' behavior. The boundary would be in what we can call "gamipulation"-the use of game-design elements that impel the user towards undesired behaviors. Gamification has been identified as a promising strategy for achieving sustainable practice among citizens. Through an H2020 EU project, an application has been developed to attain these goals within the framework of some tourist cities. This study attempts to evaluate the intention to use this gamified-application based on premises such as expected benefits, expected threats, technical knowledge, and personal features. A theoretical model has been validated through a survey of 79 experts in some pilot cities before the use of the application. The results showed that only the expected social benefits and the perceived risks have a direct and significant influence on the intention to adopt the sustainability application based on gamification. Moreover, there is a moderating effect of perceived risk on the relation between expected functional benefits and the intention of using WasteApp. It is noteworthy that, although the perceived risks make the user recognize the functionality of the application with less intensity, these perceived risks do not make the user stop usingWasteApp. Therefore, it is important to point out the implications derived from the study for the design of sustainability applications based on gamification, such as the need to give visibility of the user in the networks, to expose useful and difficult to obtain information from other sources, and to develop low-level game-design elements.-
dc.languageengen_US
dc.relation.ispartofSustainability (Switzerland)en_US
dc.relation.isreplacedbyhdl:null-
dc.sourceSustainability [ISSN 2071-1050], v. 10 (5), article number 1544en_US
dc.subject33 Ciencias tecnológicas-
dc.subject.otherGamification-
dc.subject.otherRecycling-
dc.subject.otherWasteApp-
dc.subject.otherGamipulation-
dc.titleHow to encourage recycling behaviour? The case of WasteApp: a gamified mobile applicationen_US
dc.typeinfo:eu-repo/semantics/Articleen_US
dc.typeArticleen_US
dc.identifier.doi10.3390/su10051544
dc.identifier.scopus2-s2.0-85047009662-
dc.identifier.isi000435587100240-
dc.identifier.urlhttps://api.elsevier.com/content/abstract/scopus_id/85047009662-
dc.identifier.eissn20711050-
dc.identifier.issue5-
dc.description.firstpage1544-
dc.relation.volume10-
dc.investigacionIngeniería y Arquitectura-
dc.type2Artículoen_US
dc.identifier.wosWOS:000435587100240-
dc.contributor.daisngid18854539
dc.contributor.daisngid1751746
dc.contributor.daisngid14738860
dc.contributor.daisngid15533631
dc.contributor.wosstandardWOS:Lidia, AC
dc.contributor.wosstandardWOS:Julio, RT
dc.contributor.wosstandardWOS:Petra, DSP
dc.contributor.wosstandardWOS:Rafael, PJ
dc.date.coverdateMayo 2018
dc.identifier.ulpgces
dc.description.sjr0,549
dc.description.jcr2,592
dc.description.sjrqQ2
dc.description.jcrqQ2
dc.description.scieSCIE
dc.description.ssciSSCI
dc.description.erihplusERIH PLUS
item.fulltextCon texto completo-
item.grantfulltextopen-
crisitem.author.deptGIR IDeTIC: División de Fotónica y Comunicaciones-
crisitem.author.deptIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.deptGIR IDeTIC: División de Fotónica y Comunicaciones-
crisitem.author.deptIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.deptGIR IDeTIC: División de Organizaciones, personas y conocimiento-
crisitem.author.deptIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.deptDepartamento de Economía y Dirección de Empresas-
crisitem.author.deptGIR IDeTIC: División de Fotónica y Comunicaciones-
crisitem.author.deptIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.deptDepartamento de Señales y Comunicaciones-
crisitem.author.orcid0000-0002-9938-0386-
crisitem.author.orcid0000-0002-2269-6729-
crisitem.author.orcid0000-0002-3945-5454-
crisitem.author.orcid0000-0002-8849-592X-
crisitem.author.parentorgIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.parentorgIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.parentorgIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.parentorgIU para el Desarrollo Tecnológico y la Innovación-
crisitem.author.fullNameAguiar Castillo, Carmen Lidia-
crisitem.author.fullNameRufo Torres,Julio Francisco-
crisitem.author.fullNameDe Saa Pérez, Petra-
crisitem.author.fullNamePérez Jiménez, Rafael-
Colección:Artículos
miniatura
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