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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>X (D.Fernández);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Gamified apps for sustainable consumption: A systematic review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Georgina Guillén M.</string-name>
          <email>georgina.guillen@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel Fernández Galeote</string-name>
          <email>daniel.fernandezgaleote@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nevena Sicevic</string-name>
          <email>nevena.sicevic@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Hamari</string-name>
          <email>juho.hamari@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jaco Quist</string-name>
          <email>j.n.quist@tudelft.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>TU Delft</institution>
          ,
          <addr-line>Jaffalaan 5, 2628 BX Delft</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Tampere University</institution>
          ,
          <addr-line>Kalevantie 4, 33100 Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Mobile apps are ubiquitous, affecting our everyday practices because “there is always an app for that”. In this vein, there have been a significant number of apps devised to support people's lifestyles to make them more sustainable. This study aims to draw an overview of gamified mobile apps for sustainable consumption. Following a systematic process, this study analyzes 67 gamified apps' sustainability approaches and gamification concepts. It was found that (1) sustainable consumption is generally presented as the efficient use of resources to impact the environment positively, rarely addressing societal impacts or economic gains from shifting consumption practices. Other findings include (2) a lack of diversity in gamification characteristics, given the prevalence of direct communication with the user, the absence of virtual identities, and most apps targeting behavior change without attitude change. A potentially problematic design choice is (3) the presence, in some cases, of external rewards that are often contradictory to the message of sustainable consumption as they lead to more consumption. Nonetheless, based on most apps embedding sustainable consumption activities in the gamification concept and having a large number of users, it is possible to conclude that gamification has the potential to motivate shifts in their users' lifestyles. Mobile apps, sustainable consumption, gamification, review</p>
      </abstract>
      <kwd-group>
        <kwd>including</kwd>
        <kwd>e</kwd>
        <kwd>g</kwd>
        <kwd />
        <kwd>the use of games for learning [8]</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Nowadays, it seems there is “an app for
everything” and sustainable living is not an
exception. As research addressing how apps can
lead to forming new habits grows [1, 2] most of
the
findings
concur
on
the
importance
of
contextual cues and design elements that make the
app interactive and more engaging, covering a
wide range of areas that touch upon sustainable
lifestyles
[3].</p>
      <p>Regardless
of their
potential
environmental or social impact [4], a way these
apps can motivate users to act towards more
sustainable ways of living is through gamification
[3, 5, 6, 7], understood as the transformation of a
system to provide game-like experiences and
facilitate
behavioral
or
cognitive
changes,</p>
      <p>2022 Copyright for this paper by its authors. Use permitted under Creative
and
for
what
purpose.</p>
      <p>Therefore, practitioners and researchers may lack
a clear perspective on what sustainable lifestyle
areas to target and how, and what the current offer
is for users seeking to live more sustainably. This
study aims at answering the following:</p>
      <p>RQ1. “How do gamified mobile apps present
sustainable consumption and related actions to
motivate lifestyle practices?”</p>
      <p>RQ2. “What are the gamification
characteristics used in these solutions?”</p>
      <p>An overview of current gamification for SC is
a novel addition to this research field, as we
review the state of the art and provide a reasoned
critique of some of the problems intrinsic to
existing trends, such as a focus on efficiency as a
prevalent approach to sustainability and the use of
physical rewards. Researchers and developers can
benefit from this analysis of pre-existing attempts
to learn and avoid repetition. Additionally, this
study’s analytical framework can be used to
facilitate app co-creation between SC experts and
gamification practitioners. This paper first
presents the study’s theoretical background
(Section 2), followed by the research method and
app analysis process (Section 3). Section 4
outlines several findings answering the research
questions, which are discussed in Section 5.
Section 6 summarizes the conclusions.
2. Theoretical background</p>
      <p>“In an increasingly hyperconnected world,
sustainability smartphone apps have the potential
to increase the feedback from distant consumers
around the globe on the stewardship of natural
resources” [11, p. 390]. There is a need for novelty
and development of approaches to address
ongoing global issues, and gamification can
support motivation and user engagement [8]. The
potential of mobile technology for sustainability
aspects has been long recognized, focusing on
capabilities such as ubiquitous internet access and
location tracking [12]. Recent reviews found apps
to favor educational and behavioral outcomes,
like mobilizing social influence and providing
explicit and attainable goals [13]. Apps have been
used in areas such as transportation, air quality,
waste management and water conservation, and
have brought positive outcomes in energy
reduction [13, 14], although with less certain
long-term effects [13]. There is also evidence of
positive, significant relationships between app
use, awareness of consequences and ascription of
responsibility for “environmental citizen
behaviors” [15]. Apps for pro-environmental
behavior mentioned in existing literature include
both single-player [16, 17] and
communitysupported systems [18, 19]. Although most
gamification and games for environmental topics
such as climate change, or domestic energy
consumption are not typically apps [14, 20, 21,
22], these seem to be popular approaches to
enable gamified sustainable consumption [7, 13,
14]. They also tend to be the ones with shorter
lives and to only address environmental issues [7].</p>
      <p>Research on gamification approaches to
motivate sustainable consumption (SC) highlights
that designers tend to focus on the
behavioralmotivational and functional aspects [17, 23],
while research on SC brings about challenges
such as the long-term maintenance of everyday
practices (turned into habits) and increases in
resource consumption [6, 7]. This study considers
gamification and SC within the context of
lifestyles and apps that help guide consumption
practices with the following core concepts:
i) Sustainable lifestyles, i.e., a “cluster of
habits and patterns of behavior [...] that frame
individual choice, in order to minimize the use of
natural resources and generation of wastes, while
supporting fairness and prosperity for all” [24, p.
3]. Sustainable consumption behavior are
individual choices that satisfy needs through three
consumption stages: acquisition, use, and disposal
of goods and services, without compromising the
ecological and socioeconomic conditions of
people today and in the future [25]. The disposal
stage includes activities such as exchanging,
recycling and bartering, often using circularity
strategies that prevent goods from ending up in
landfills. The lifestyle areas examined in this
study are based on [26] and refer to clothing,
personal care, mobility, recreation, feeding and
living, with the latter including energy, waste, and
water management.</p>
      <p>ii) Approaches to sustainable consumption are
impact-focused and based on practices and
behaviors, since “measurement scales have to
concentrate on the ecologically and socially most
impactful behaviors” [25, p. 20]. The resulting
areas of expected impact are environment,
society, economy, personal wellbeing, sales, and
secondary impact. While the first three refer to
general sustainability dimensions [25], the final
three represent a narrower impact on the
individual consumers of goods, their providers, or
a cause, respectively. Figure 1 summarizes the
approaches to SC considered for the app analysis:
resource efficiency [27], degrowth [28, 29],
mindfulness [30], collaborative schemes [31, 32]
and sufficiency [33].</p>
      <p>iii) Gamification, defined as “an intentional
process of transforming any activity, system,
service, product, or organizational structure into
one which affords positive experiences, skills, and
practices similar to those afforded by games
[commonly but optionally] with an intention to
facilitate changes in behaviors or cognitive
processes” [8, p. 1]. While gamification can also
refer to the emergent process by which games and
play are becoming more prevalent in human lives
[8], this analysis focuses on the intentional
gamification of SC through apps, acknowledging
that gamification for SC is co-evolving with
emergent gamification as part of ongoing societal
and cultural transformations.
iv) Gamification concepts for mobile apps, an
adaptation of a 12-dimension taxonomy [10] to
identify and understand how gamification is
designed and implemented in mobile apps. The
dimensions (and characteristics within) are: 1.
gamification concept-to-user communication
(direct or mediated); 2. user identity (virtual
character or self-selected), 3. rewards (internal,
internal and external, none), 4. competition
(direct, indirect, none), 5. target group, 6.
collaboration (cooperative, supportive only,
none), 7. goal setting (self-set, externally set), 8.
narrative (continuous, episodic), 9. reinforcement
(positive, positive-negative), 10. level of
integration (independent, inherent), 11.
persuasive intent (compliance, behavior, attitude),
and, 12. user advancement (presentation,
progressive, none). [10] note that the taxonomy,
originally created for health apps, is partially
transferrable to other contexts. Therefore, while it
was chosen because it allowed us to focus on
larger dimensions than gamification elements, we
made several adaptations to the area of SC and our
sample before and during the analysis. These
adjustments are explained in the next section.</p>
    </sec>
    <sec id="sec-2">
      <title>3. Methodology</title>
      <p>This study collects descriptive data
complemented with qualitative observations to
identify and analyze gamified apps for users
willing to shift their consumption practices. We
followed a systematic approach to:
1. Search and select apps for practices of
sustainable consumption / lifestyle; and,
2. Test and analyze the selected apps.</p>
    </sec>
    <sec id="sec-3">
      <title>3.1. Online data collection and app selection</title>
      <p>As this study aims to provide a wider overview
of apps for sustainable consumption, the search
keywords used the most common definitions of
SC found in the literature of gamified SC [7] in a
string: (“sustainability” OR “sustainable
consumption” OR “sustainable lifestyles” OR
“green lifestyles” OR “green living”) AND (game
OR gamification OR apps). In Google Play and
the App Store, the terms were “sustainability”,
“sustainable consumption”, “sustainable
lifestyles”, “sustainable lifestyle”, “green
lifestyles”, “green lifestyle”, and “green living”.
These keywords encompass actions related to
different approaches to sustainable consumption,
excluding more general terms like “wellbeing”,
“inclusion”, “social” or “mindfulness” which
could return apps focusing on issues other than
consumption choices.</p>
      <p>
        The online search for mobile apps took place
on two dates: Fe
        <xref ref-type="bibr" rid="ref9">bruary and May 2021</xref>
        . The earlier
version contained websites that enlisted solutions
for sustainable lifestyles from which mobile apps
were extracted. The second search was focused
solely on apps and, in addition to Google,
included searches in the App Store and Google
Play. Both databases were cross-referenced to
remove duplicates and create a single database of
apps labeled as enablers of sustainable
consumption/lifestyles, ending with a total of
1082 apps. Browser navigation was done in
private mode to minimize technology-side biases.
Google searches stopped when the displayed
entries in a page did not point to new potentially
relevant apps. The selection of apps was carried
out through three steps as shown in Figure 2.
      </p>
      <p>Step 1. Removal of irrelevant apps based on
their intended purposes. Apps deemed irrelevant
were designed for events, fitness and diets (most
of them focused on health and not consumption),
local projects and businesses, store loyalty
programs, restaurants and recipes, employees and
suppliers of companies and organizations, camera
filters, fan groups, and TV shows.</p>
      <p>Step 2. Removal of apps in languages other
than English, German, or Spanish (the languages
spoken by at least two of the researchers), apps
that did not present any of the gamification
dimensions explored in the study, and apps that
required payment to use their main functions
(premium or freemium content). To ascertain
these, the authors read the store descriptions and,
if necessary, downloaded the apps and used them
to find if any of the gamification dimensions
(section 2.iv) featured in the app.</p>
      <p>Step 3. Three researchers analyzed the apps
that qualified for this round, each app being tested
by two people. The results were then compared to
agree on a unified result, and the third researcher
was involved where disagreements arose. 35 apps
were removed due to issues that ranged from no
longer being available online or being under
development, glitches (not responsive past the
registration page, blank pages) and location
specific access. For the latter, it is important to
differentiate between access to the app functions
and the apps’ intended service. While we could
download and test the functions of some apps
linked to specific locations by introducing a zip
code or just browsing through its features, some
apps that passed through the filters in steps 1 and
2 did not work once downloaded. The analysis of
the apps took place with the researchers located in
Germany, Finland and Spain, so these apps were
mainly outside of Europe. However, some
location-bound apps such as [34, 35] allow the
users to see all their functions even if not being in
the country. In the end, a total of 67 apps [36] were
tested and analyzed.</p>
    </sec>
    <sec id="sec-4">
      <title>Testing and analyzing the apps</title>
      <p>To facilitate the systematic analysis of the
apps, an analytical framework was developed.
Besides context-providing metrics (i.e., release
year, user downloads) the framework also brings
together the lifestyle areas [26] expected impact
and consumption phases [25], the approaches to
SC, and the gamification dimensions for apps [10]
introduced in Section 2. The proposed taxonomy,
although created from health apps, refers to broad
gamification dimensions, and initial small-scale
testing proved it to be applicable for SC apps.</p>
      <p>Before the analysis, we adapted the target
group (consumers at the household level instead
of patients, health professionals, and healthy
individuals); then, during the analysis, other
adjustments were made based on the data found.
This concerns types of narrative (we found some
apps that present both episodic and continuous
elements, which was not the case in the original,
and mutually exclusive, taxonomy); goal setting
(some apps allow for self- and externally set
goals); and persuasive intent (in our study, we
refined the definition of the three types of intent,
which are also non-exclusive. Compliance change
is following an externally set rule for a determined
time, attitude change aims to nurture awareness,
and behavior change encourages to engage in
activities without suggesting strict rules).</p>
      <p>This framework (Figure 3) allowed us to
screen the apps and develop a quantitative
(descriptive) analysis; that, complemented with
qualitative observations, permitted us to
understand how app developers portray SC and
what gamification concepts they build in their
efforts to shift every day’s consumption practices.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Results</title>
      <p>The discussion rounds between the researchers
crystallized into a final classification for each app.
The results are clustered according to SC elements
and gamification dimensions. Of the 67 apps [36]
analyzed, 55% were launched in 2019-2020. Also
9% have more than 100,000 downloads on
Google Play, making them quite popular.
4.1.</p>
    </sec>
    <sec id="sec-6">
      <title>Sustainable consumption</title>
      <p>The apps are classified in terms of their
suggested approach to sustainability (the
perceived philosophy promoted by the app).
Combinations are common, as less than a half of
the apps focused on a single approach. The most
popular is resource efficiency, while sufficiency
is barely featured.</p>
      <p>The apps’ area of impact is determined
according to their purpose, either described in the
app or marketing material or observed from the
actions proposed to users. All but two apps aim to
have an environmental impact and include
statements such as “you stay on top of everything
you can do to lead a sustainable life and save the
planet” [37]. The apps with a societal impact
focus on sustainable practices in the communities
and the SDGs. None of the examined apps aim to
impact society alone. Economy and personal
wellbeing are equally represented. Apps with an
impact on personal wellbeing are those focused on
bringing positive effects for the individual
consumer, i.e., [38] states “stay off your phone,
clear to-do lists, and build positive, life-changing
habits”. Apps that consider economic impacts
include statements regarding, for example, “the
impact the action has on your wallet and the
environment” [39].</p>
      <p>The apps marked as sales aim to sell products
through internal or external shops. The apps that
have a clear sales function present these online
shops as an alternative to acquire eco-friendly
(and sometimes socially responsible, fair-traded)
products to facilitate the transition to less
environmentally harmful items. A few apps
provide additional aims such as giving money to
charity or supporting reforestation projects.</p>
      <p>As all lifestyle areas are connected to each
other, the analysis of apps shows very strong links
between some areas, denoting the perceived
problematic that lies within the most common
consumption practices. Waste management is the
most addressed one. Of the 88% of apps targeting
waste management aspects, 64% have a full life
cycle approach, meaning that they address all
three consumption stages. Disposal, or end of
cycle, is the most common one. Apps propose
different approaches to manage waste, from
taking pictures and tagging maps of littered areas
or facilitating waste separation to do-it-yourself
tips for upcycling or repurposing materials.</p>
      <p>Just over half of the apps, feature personal
care, which covers practices that range from
beauty treatments to mental health and new habit
formation (i.e., [38, 39]). Table 1 is an overview
of the SC elements found in the apps.
Water management
Single lifestyle area
All lifestyle areas
Consumption Stage</p>
      <p>Disposal</p>
      <p>Use</p>
      <p>Acquisition
Single consumption stage
All consumption stages</p>
      <p>Specifically, [43] combines real
cryptocurrency mining with quizzes about
sustainability. Nearly all apps present user
identity concept as self-selected, meaning that
users have a personal profile instead of a virtual
character different from themselves. In some
cases, users do not even have a personal profile
where they can state a name and simple
customization elements such as a picture. In three
cases where users do have a virtual character
different from their own identity, they were
characters in a game. In another case, users have
a username and a picture, and are also given a
virtual character (e.g., an avocado, a banana)
symbolizing their reported carbon footprint.</p>
      <p>Most apps offer only internal rewards (such as
badges and points for use within the app itself),
while a minority also adds external rewards
(points and vouchers that can be used as discounts
on real-world purchases) or have none.</p>
      <p>While most apps include no competition
features, 30% include indirect competition by
comparing the user’s overall performance to
others’ through point systems and leaderboards.</p>
      <p>When it comes to goal-setting, users of 72% of
the apps can set the goal they want to reach, either
by choosing from a predefined list or setting them
individually; of these, five apps have both
selfselected and externally set goals. Meanwhile,
28% of the apps present externally set goals only.</p>
      <p>Most apps include an episodic narrative, or
clear stages that indicate partial progress, while
half of the apps have a continuous narrative,
meaning that the user advancement is not reset at
any point and there are no stages. 19% presented
both types of narrative, as the users can choose
whether they want to follow a specific type of
challenge to level up and start over when a new
challenge comes up, or keep engaging in activities
for which they can see their progress with no
differences in terms of difficulty or changes to
their scores, for example.</p>
      <p>Most apps use positive reinforcement
(encouragement), while a minority, mostly
fullfledged games, uses both positive and negative
reinforcement, including penalties such as losing
a life or failing the mission.</p>
      <p>The question “would the app still function in
the same essential way, fulfilling its core goals, if
the gamification concepts were removed?” helped
to enable the separation between gamification as
an addendum – independent – for (intended)
increased engagement, though the app could
fulfill its objectives without being gamified; and
apps where the content and actions could not be
experienced without the gameful design –
inherent. Examples of the former include those
that provide information and suggested tasks, or
that reward isolated behaviors that can be done
without an app (e.g., picking up litter, consuming
eco-friendly goods). Games (17 apps) are the most
obvious example of an experience where playful
elements are intrinsic to the artifact, but this
numerous group also includes apps that propose
challenges where progress, points, rewards, etc.
are seamlessly integrated in the app’s discourse.</p>
      <p>The most common persuasive intent (type of
change the gamification concept in apps for SC
aims to evoke) among the analyzed apps is
behavior change, in some cases accompanied by
attitude change.</p>
      <p>User advancement in the examined apps is
either presented to the user (via progress bars,
stats, charts, points, scores, ranking, levels, etc.),
found in over half of the apps, or it additionally
utilizes users’ progress to adapt the gamification
concept to their skills (e.g., climbing up through
levels and stages to reach more difficult or
challenging content), presented in a third. Of the
22 apps with progressive advancement, 9 are
games. 10 apps do not provide mechanisms for
user advancement.</p>
    </sec>
    <sec id="sec-7">
      <title>5. Discussion</title>
      <p>This study aims to identify how gamified
mobile apps present SC, their expected area of
impact and gamification characteristics used to
motivate SC practices. We summarized the
general performance indicators from the apps and
tested them to identify the lifestyle area they
focused on, the consumption stage addressed,
approach, their expected impacts, and
gamification concepts.</p>
      <p>Our findings suggest that most apps aim to
address several lifestyle areas, mainly waste
management. This, combined with the prevalence
of the disposal stage, suggests that consumers are
routinely encouraged to consider the waste that
their choices generate, although acquisition and
disposal are often addressed too.</p>
      <p>The predominant promise of “doing something
good for the environment” suggests that
sustainability is still not understood as a holistic
way of living, a notion emphasized by the strong
orientation towards resource efficiency, an
approach that is not about changing lifestyles as
much as improving existing ones to make them
less damaging. This is dissimilar from previous
research on sustainability games, where most
were found to address multiple sustainability
dimensions [44], but reinforces the observation
that gamified sustainability apps tend to have a
strong environmental focus [7], rarely addressing
societal impacts or even economic gains from
shifting consumption practices.</p>
      <p>The variety of SC areas addressed suggest that
developers see the potential of mobile technology
and gamification [8, 11] although incremental and
often technology-oriented effort is a much more
popular approach than these that aim at reducing
consumption (sufficiency) or radically
transforming it (simplicity). This is unsurprising,
considering the definition of the SDG 12 where
consumers (at all levels and scales) play a pivotal
role to shift wasteful production processes and
lifestyles into practices of better resource
management and less harm to people and
ecosystems.</p>
      <p>Regarding gamification concepts, we observed
a lack of diversity in gamification strategies. The
analyzed apps are quite homogeneous in various
aspects. While almost nine in ten convey
messages directly, avoiding balancing their
credibility and the use of fictional narratives and
contexts, gamification could look at the engaging
potential of fantasy [45], as traditional serious
games do, perhaps highlighting their connections
to the player’s reality and goals. This is also
connected to the fact that 94% of the apps do not
offer a virtual character separate from the real
user. More apps could explore the possibilities of
having a character to inspire the player in their
quest towards a sustainable lifestyle.</p>
      <p>Another common aspect is the absence of
negative reinforcement (78%), that is, mentioning
failures or penalizing the user. While this is more
common in full-fledged games, the almost
ubiquitous encouraging tone in gamified apps
may be due to underlying positive psychology
theories such as self-determination theory [46]
and flow [47], which focus on aspects of human
experience such as enjoyment and
selfactualization. However, the lack of specific
punishment does not negate the emergence of
potentially negative experiences, for, in zero-sum
competitive arrangements such as leaderboards, it
is entirely possible to not win.</p>
      <p>Most apps allow users to set their own goals,
although not all offer the opportunity to track the
user’s advancement. Self-set goals support the
users’ autonomy, but the lack of guidance may
hinder the sustainability of the users’ effort. Also,
only a third of the apps unlock content
progressively, therefore most do not present
activities progressively based on the level of effort
required (from easy/simple to hard/complex).
This may result in the user not seeing a clear path
from smaller to bigger actions, although open
designs allow players to select actions freely,
discarding what they already do.</p>
      <p>We also found 17 apps that offer external
rewards that contradict the message of sustainable
consumption. In most cases, these promote further
consumption and not necessarily from
“sustainable” stores only. Some even advocate for
more purchases (i.e., [48]) with premises that can
lead to attitudes such as “I am donating so I can
keep buying since I have coupons to do so.” Many
of the apps excluded from the sample had a
similar approach to rewards: offering coupons
with discounts for all sorts of stores. Apart from
potential implications regarding sustainability,
tangible rewards typically undermine intrinsic
motivation, as do punishment threats or imposed
goals [49]. However, the perception of game
elements is user-specific [50]. Few studies [17]
address the perception of tangible rewards and
possible interactions with motivation towards
sustainable behavior in the context of SC.</p>
      <p>Given our observations, future studies could
survey app designers to ascertain whether their
choices, either leading to or deviating from the
most typical elements observed here, result from
implementation costs, the existence of an assumed
success formula, or other reasons. All in all, a
positive observation is that only a minority of the
apps use gamification superficially, given that
four out of five apps integrated gamification
inherently. Thus, the gamified SC app space
seems to take advantage of the possibilities of
gamification, proposing courses of action that
apps without gamification could not easily
imitate. Future studies could examine different
forms of user advancement to see if they are
connected to, e.g., user satisfaction or retention.</p>
      <p>The conducted analysis provides various
contributions for designers and scholars.
Designers can benefit from knowing the state of
the art of this area to detect opportunities, as well
as a contextualization of certain content choices
with implications in terms of sustainability and
user experience. Scholars interested in SC and
gamification can have a more nuanced
understanding of the mechanics of gamified apps
to consider whether these are appropriate for their
efforts to reach out to consumers and
communities. Given that researchers often create
their own solutions, this analysis can help them
avoid unsustainable repetition when their ideas
significantly overlap with existing designs.</p>
      <p>This study also contributes to the emerging
field of gamified SC literature, presenting a way
to continue developing research on both fields as
a unified discipline. As part of our analysis, we
elaborated further on the taxonomy from [10],
adapting it to the context of household-level
consumers, addressing some ambiguities, and
presenting examples of elements that could be
inclusive. The analytical framework developed
for this study can be used to facilitate the
understanding of gamified sustainable
consumption among researchers and practitioners,
as it provides a blueprint that enables co-creation
of apps that cover SC holistically in effective,
engaging, and resilient ways.</p>
      <p>We also acknowledge some limitations of this
study. First, the analysis focuses exclusively on
the apps’ content, rather than their actual use;
although available user reviews were routinely
read to gain a broader idea of the user experience,
this was not intended as part of the analysis.
Second, the frequent disappearance of apps,
which even became unavailable between analysis
stages, makes this field a changing one. Third, the
study excluded apps about sustainable
consumption/lifestyles that included external
rewards (i.e., discounts and coupons) but were not
gamified. Contrariwise, some of the apps that are
known to facilitate SC were not included because
either they were not gamified or did not appear
with the search terms used. Fourth, including
additional keywords often associated with
sustainable lifestyles and social aspects (i.e.,
wellness, mindfulness) may have provided
additional relevant apps to analyze.</p>
    </sec>
    <sec id="sec-8">
      <title>6. Conclusion</title>
      <p>The world of apps keeps morphing and
adapting to trends. This study shows the need for
a more holistic understanding of SC and a more
critical approach to certain gamification
dimensions, such as rewards, that could
undermine not only intrinsic motivation but also
the very sustainability that the apps promote.</p>
      <p>Future research could investigate the effects
of gamification design choices identified here,
including both the most and the least common,
i.e., the effects of different persuasive intents
(compliance, attitude, and behavior change). The
results of this study can be strengthened through
interviews with app developers, cross-checking
their user data with user experience reports
collected through workshops or surveys, for
example. Overall, given that four out of five of the
apps integrate gamification inherently, we can
conclude that most existing gamified apps in this
space can support sustainable consumption. If
these practice shifts become habits that last, is still
to be seen.</p>
    </sec>
    <sec id="sec-9">
      <title>7. Acknowledgements</title>
      <p>
        This research was supported by the Fortum and
Neste Foundation (agreement 20200029), the
Nessling Found
        <xref ref-type="bibr" rid="ref17">ation (Project 2021</xref>
        00217) and the
Academy of Finland Flagship Program 337653
Forest-Human-Machine Interplay (UNITE).
      </p>
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