=Paper=
{{Paper
|id=Vol-3147/paper14
|storemode=property
|title=Gamified apps for sustainable consumption: A systematic review
|pdfUrl=https://ceur-ws.org/Vol-3147/paper14.pdf
|volume=Vol-3147
|authors=Georgina Guillén M.,Daniel Fernández Galeote,Nevena Sicevic,Juho Hamari,Jaco Quist
|dblpUrl=https://dblp.org/rec/conf/gamifin/GuillenGSHQ22
}}
==Gamified apps for sustainable consumption: A systematic review==
Gamified apps for sustainable consumption: A systematic review Georgina Guillén M.1, Daniel Fernández Galeote1, Nevena Sicevic1, Juho Hamari1, Jaco Quist2 1 Tampere University, Kalevantie 4, 33100 Tampere, Finland 2 TU Delft, Jaffalaan 5, 2628 BX Delft, The Netherlands Abstract 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. Keywords 1 Mobile apps, sustainable consumption, gamification, review 1. Introduction including, e.g., the use of games for learning [8]. Despite the increasing corpus of studies about gamification as enablers of new habits across Nowadays, it seems there is “an app for different lifestyle areas [9], there is little evidence everything” and sustainable living is not an on what kind of gamification concepts, or the exception. As research addressing how apps can design choices adopted to provide game-like lead to forming new habits grows [1, 2] most of experiences and utilitarian outcomes [10], are the findings concur on the importance of used in the broader area of apps for sustainable contextual cues and design elements that make the consumption (SC), and for what purpose. app interactive and more engaging, covering a Therefore, practitioners and researchers may lack wide range of areas that touch upon sustainable a clear perspective on what sustainable lifestyle lifestyles [3]. Regardless of their potential areas to target and how, and what the current offer environmental or social impact [4], a way these is for users seeking to live more sustainably. This apps can motivate users to act towards more study aims at answering the following: sustainable ways of living is through gamification RQ1. “How do gamified mobile apps present [3, 5, 6, 7], understood as the transformation of a sustainable consumption and related actions to system to provide game-like experiences and motivate lifestyle practices?” facilitate behavioral or cognitive changes, 6th International GamiFIN Conference 2022 (GamiFIN 2022), April 26-29, 2022, Finland EMAIL: georgina.guillen@tuni.fi (G.Guillén); daniel.fernandezgaleote@tuni.fi (D.Fernández): nevena.sicevic@tuni.fi (N.Sicevic); juho.hamari@tuni.fi (J.Hamari); j.n.quist@tudelft.nl (J.Quist). ORCID: 0000-0002-2462-0082 (G.Guillén); 0000-0002-5197-146X (D.Fernández); 0000-0002-0579-8977 (N. Sicevic); 0000-0002-6571-588X (J.Hamari); 0000-0002-6365-4082 (J.Quist). ©️ 2022 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). CEUR Workshop Proceedings (CEUR-WS.org) 135 RQ2. “What are the gamification enable gamified sustainable consumption [7, 13, characteristics used in these solutions?” 14]. They also tend to be the ones with shorter An overview of current gamification for SC is lives and to only address environmental issues [7]. a novel addition to this research field, as we Research on gamification approaches to review the state of the art and provide a reasoned motivate sustainable consumption (SC) highlights critique of some of the problems intrinsic to that designers tend to focus on the behavioral- existing trends, such as a focus on efficiency as a motivational and functional aspects [17, 23], prevalent approach to sustainability and the use of while research on SC brings about challenges physical rewards. Researchers and developers can such as the long-term maintenance of everyday benefit from this analysis of pre-existing attempts practices (turned into habits) and increases in to learn and avoid repetition. Additionally, this resource consumption [6, 7]. This study considers study’s analytical framework can be used to gamification and SC within the context of facilitate app co-creation between SC experts and lifestyles and apps that help guide consumption gamification practitioners. This paper first practices with the following core concepts: presents the study’s theoretical background i) Sustainable lifestyles, i.e., a “cluster of (Section 2), followed by the research method and habits and patterns of behavior [...] that frame app analysis process (Section 3). Section 4 individual choice, in order to minimize the use of outlines several findings answering the research natural resources and generation of wastes, while questions, which are discussed in Section 5. supporting fairness and prosperity for all” [24, p. Section 6 summarizes the conclusions. 3]. Sustainable consumption behavior are individual choices that satisfy needs through three 2. Theoretical background consumption stages: acquisition, use, and disposal of goods and services, without compromising the ecological and socioeconomic conditions of “In an increasingly hyperconnected world, people today and in the future [25]. The disposal sustainability smartphone apps have the potential stage includes activities such as exchanging, to increase the feedback from distant consumers recycling and bartering, often using circularity around the globe on the stewardship of natural strategies that prevent goods from ending up in resources” [11, p. 390]. There is a need for novelty landfills. The lifestyle areas examined in this and development of approaches to address study are based on [26] and refer to clothing, ongoing global issues, and gamification can personal care, mobility, recreation, feeding and support motivation and user engagement [8]. The living, with the latter including energy, waste, and potential of mobile technology for sustainability water management. aspects has been long recognized, focusing on ii) Approaches to sustainable consumption are capabilities such as ubiquitous internet access and impact-focused and based on practices and location tracking [12]. Recent reviews found apps behaviors, since “measurement scales have to to favor educational and behavioral outcomes, concentrate on the ecologically and socially most like mobilizing social influence and providing impactful behaviors” [25, p. 20]. The resulting explicit and attainable goals [13]. Apps have been areas of expected impact are environment, used in areas such as transportation, air quality, society, economy, personal wellbeing, sales, and waste management and water conservation, and secondary impact. While the first three refer to have brought positive outcomes in energy general sustainability dimensions [25], the final reduction [13, 14], although with less certain three represent a narrower impact on the long-term effects [13]. There is also evidence of individual consumers of goods, their providers, or positive, significant relationships between app a cause, respectively. Figure 1 summarizes the use, awareness of consequences and ascription of approaches to SC considered for the app analysis: responsibility for “environmental citizen resource efficiency [27], degrowth [28, 29], behaviors” [15]. Apps for pro-environmental mindfulness [30], collaborative schemes [31, 32] behavior mentioned in existing literature include and sufficiency [33]. both single-player [16, 17] and community- iii) Gamification, defined as “an intentional supported systems [18, 19]. Although most process of transforming any activity, system, gamification and games for environmental topics service, product, or organizational structure into such as climate change, or domestic energy one which affords positive experiences, skills, and consumption are not typically apps [14, 20, 21, practices similar to those afforded by games 22], these seem to be popular approaches to [commonly but optionally] with an intention to 136 facilitate changes in behaviors or cognitive 1. Search and select apps for practices of processes” [8, p. 1]. While gamification can also sustainable consumption / lifestyle; and, refer to the emergent process by which games and 2. Test and analyze the selected apps. 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. Figure 1: Approaches to SC iv) Gamification concepts for mobile apps, an 3.1. Online data collection and app adaptation of a 12-dimension taxonomy [10] to identify and understand how gamification is selection designed and implemented in mobile apps. The dimensions (and characteristics within) are: 1. As this study aims to provide a wider overview gamification concept-to-user communication of apps for sustainable consumption, the search (direct or mediated); 2. user identity (virtual keywords used the most common definitions of character or self-selected), 3. rewards (internal, SC found in the literature of gamified SC [7] in a internal and external, none), 4. competition string: (“sustainability” OR “sustainable (direct, indirect, none), 5. target group, 6. consumption” OR “sustainable lifestyles” OR collaboration (cooperative, supportive only, “green lifestyles” OR “green living”) AND (game none), 7. goal setting (self-set, externally set), 8. OR gamification OR apps). In Google Play and narrative (continuous, episodic), 9. reinforcement the App Store, the terms were “sustainability”, (positive, positive-negative), 10. level of “sustainable consumption”, “sustainable integration (independent, inherent), 11. lifestyles”, “sustainable lifestyle”, “green persuasive intent (compliance, behavior, attitude), lifestyles”, “green lifestyle”, and “green living”. and, 12. user advancement (presentation, These keywords encompass actions related to progressive, none). [10] note that the taxonomy, different approaches to sustainable consumption, originally created for health apps, is partially excluding more general terms like “wellbeing”, transferrable to other contexts. Therefore, while it “inclusion”, “social” or “mindfulness” which was chosen because it allowed us to focus on could return apps focusing on issues other than larger dimensions than gamification elements, we consumption choices. made several adaptations to the area of SC and our The online search for mobile apps took place sample before and during the analysis. These on two dates: February and May 2021. The earlier adjustments are explained in the next section. version contained websites that enlisted solutions for sustainable lifestyles from which mobile apps were extracted. The second search was focused 3. Methodology solely on apps and, in addition to Google, included searches in the App Store and Google This study collects descriptive data Play. Both databases were cross-referenced to complemented with qualitative observations to remove duplicates and create a single database of identify and analyze gamified apps for users apps labeled as enablers of sustainable willing to shift their consumption practices. We consumption/lifestyles, ending with a total of followed a systematic approach to: 1082 apps. Browser navigation was done in 137 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. 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 Figure 2: Selection process programs, restaurants and recipes, employees and suppliers of companies and organizations, camera filters, fan groups, and TV shows. 3.2. Testing and analyzing the apps Step 2. Removal of apps in languages other than English, German, or Spanish (the languages To facilitate the systematic analysis of the spoken by at least two of the researchers), apps apps, an analytical framework was developed. that did not present any of the gamification Besides context-providing metrics (i.e., release dimensions explored in the study, and apps that year, user downloads) the framework also brings required payment to use their main functions together the lifestyle areas [26] expected impact (premium or freemium content). To ascertain and consumption phases [25], the approaches to these, the authors read the store descriptions and, SC, and the gamification dimensions for apps [10] if necessary, downloaded the apps and used them introduced in Section 2. The proposed taxonomy, to find if any of the gamification dimensions although created from health apps, refers to broad (section 2.iv) featured in the app. gamification dimensions, and initial small-scale Step 3. Three researchers analyzed the apps testing proved it to be applicable for SC apps. that qualified for this round, each app being tested Before the analysis, we adapted the target by two people. The results were then compared to group (consumers at the household level instead agree on a unified result, and the third researcher of patients, health professionals, and healthy was involved where disagreements arose. 35 apps individuals); then, during the analysis, other were removed due to issues that ranged from no adjustments were made based on the data found. longer being available online or being under This concerns types of narrative (we found some development, glitches (not responsive past the apps that present both episodic and continuous registration page, blank pages) and location elements, which was not the case in the original, specific access. For the latter, it is important to and mutually exclusive, taxonomy); goal setting differentiate between access to the app functions (some apps allow for self- and externally set and the apps’ intended service. While we could goals); and persuasive intent (in our study, we download and test the functions of some apps refined the definition of the three types of intent, linked to specific locations by introducing a zip which are also non-exclusive. Compliance change code or just browsing through its features, some is following an externally set rule for a determined apps that passed through the filters in steps 1 and time, attitude change aims to nurture awareness, 2 did not work once downloaded. The analysis of and behavior change encourages to engage in the apps took place with the researchers located in activities without suggesting strict rules). Germany, Finland and Spain, so these apps were This framework (Figure 3) allowed us to mainly outside of Europe. However, some screen the apps and develop a quantitative location-bound apps such as [34, 35] allow the (descriptive) analysis; that, complemented with users to see all their functions even if not being in qualitative observations, permitted us to the country. In the end, a total of 67 apps [36] were understand how app developers portray SC and tested and analyzed. what gamification concepts they build in their efforts to shift every day’s consumption practices. 138 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. 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 Figure 3: Analytical framework elements consumption practices. Waste management is the most addressed one. Of the 88% of apps targeting 4. Results waste management aspects, 64% have a full life cycle approach, meaning that they address all The discussion rounds between the researchers three consumption stages. Disposal, or end of crystallized into a final classification for each app. cycle, is the most common one. Apps propose The results are clustered according to SC elements different approaches to manage waste, from and gamification dimensions. Of the 67 apps [36] taking pictures and tagging maps of littered areas analyzed, 55% were launched in 2019-2020. Also or facilitating waste separation to do-it-yourself 9% have more than 100,000 downloads on tips for upcycling or repurposing materials. Google Play, making them quite popular. Just over half of the apps, feature personal care, which covers practices that range from beauty treatments to mental health and new habit 4.1. Sustainable consumption formation (i.e., [38, 39]). Table 1 is an overview of the SC elements found in the apps. The apps are classified in terms of their suggested approach to sustainability (the Table 1 perceived philosophy promoted by the app). Sustainable consumption elements Combinations are common, as less than a half of Approach Apps n (%) the apps focused on a single approach. The most Resource efficiency 53 (79%) popular is resource efficiency, while sufficiency Mindful consumption 33 (49%) is barely featured. Collaborative schemes 23 (34%) The apps’ area of impact is determined Degrowth (voluntary simplicity) 12 (18%) according to their purpose, either described in the Sufficiency 7 (10%) app or marketing material or observed from the Single approach 29 (43%) actions proposed to users. All but two apps aim to All approaches 1 (1%) have an environmental impact and include Area of expected impact Apps n (%) statements such as “you stay on top of everything Environment 65 (97%) you can do to lead a sustainable life and save the Society 26 (39%) planet” [37]. The apps with a societal impact Economy 15 (22%) Personal wellbeing 15 (22%) focus on sustainable practices in the communities Sales 11 (16%) and the SDGs. None of the examined apps aim to Secondary impact: charity/donation/planting 4 (6%) impact society alone. Economy and personal wellbeing are equally represented. Apps with an Single area of (primary) expected impact 30 (48%) All areas of (primary) expected impact 1 (1%) impact on personal wellbeing are those focused on Lifestyle area Apps n (%) bringing positive effects for the individual consumer, i.e., [38] states “stay off your phone, Waste management 59 (88%) Food 44 (66%) clear to-do lists, and build positive, life-changing Personal care 35 (52%) habits”. Apps that consider economic impacts Mobility 34 (51%) include statements regarding, for example, “the Energy 34 (51%) impact the action has on your wallet and the Clothing 29 (43%) environment” [39]. Recreation 27 (40%) 139 Water management 27 (40%) Level of integration Apps n (%) Single lifestyle area 14 (21%) Independent 16 (24%) All lifestyle areas 13 (19%) Inherent 52 (78%) Consumption Stage Apps n (%) Persuasive intent Apps n (%) Disposal 57 (85%) Compliance change 12 (18%) Use 51 (76%) Behavior change 55 (82%) Acquisition 49 (73%) Attitude change 27 (40%) User advancement Apps n (%) Single consumption stage 15 (22%) Presentation only 36 (54%) All consumption stages 38 (57%) Progressive 22 (33%) No 10 (15%) 4.2. Gamification dimensions Specifically, [43] combines real Table 2 presents an overview of the cryptocurrency mining with quizzes about gamification dimensions and characteristics sustainability. Nearly all apps present user within; as many apps feature multiple identity concept as self-selected, meaning that characteristics for a single dimension, some users have a personal profile instead of a virtual results add up to more than 100%. character different from themselves. In some Most apps convey the information directly as cases, users do not even have a personal profile text (direct communication) without the where they can state a name and simple mediating layer of a fictional character. In two customization elements such as a picture. In three cases [42, 43], users engage in actions with real- cases where users do have a virtual character world impact. different from their own identity, they were characters in a game. In another case, users have Table 2 a username and a picture, and are also given a Gamification dimensions virtual character (e.g., an avocado, a banana) Concept-to-user communication Apps n (%) symbolizing their reported carbon footprint. Direct 59 (88%) Most apps offer only internal rewards (such as Mediated 8 (12%) badges and points for use within the app itself), User identity Apps n (%) while a minority also adds external rewards Virtual character 4 (6%) (points and vouchers that can be used as discounts Self-selected 63 (94%) on real-world purchases) or have none. Rewards Apps n (%) While most apps include no competition Internal 36 (54%) features, 30% include indirect competition by Internal and external 17 (25%) comparing the user’s overall performance to No 14 (21%) others’ through point systems and leaderboards. Competition Apps n (%) When it comes to goal-setting, users of 72% of Direct 1 (1%) the apps can set the goal they want to reach, either Indirect 20 (30%) by choosing from a predefined list or setting them No 47 (70%) individually; of these, five apps have both self- Target group Apps n (%) selected and externally set goals. Meanwhile, Individual consumer 67 (100%) 28% of the apps present externally set goals only. Other 7 (10%) Most apps include an episodic narrative, or Collaboration Apps n (%) clear stages that indicate partial progress, while Cooperative 13 (19%) half of the apps have a continuous narrative, Supportive only 24 (36%) meaning that the user advancement is not reset at No 31 (46%) any point and there are no stages. 19% presented Goal setting Apps n (%) both types of narrative, as the users can choose Self-set 48 (72%) Externally set 24 (36%) whether they want to follow a specific type of Narrative Apps n (%) challenge to level up and start over when a new Continuous 37 (55%) challenge comes up, or keep engaging in activities Episodical 43 (64%) for which they can see their progress with no Reinforcement Apps n (%) differences in terms of difficulty or changes to Positive 54 (81%) their scores, for example. Positive-negative 13 (19%) 140 Most apps use positive reinforcement management. This, combined with the prevalence (encouragement), while a minority, mostly full- of the disposal stage, suggests that consumers are fledged games, uses both positive and negative routinely encouraged to consider the waste that reinforcement, including penalties such as losing their choices generate, although acquisition and a life or failing the mission. disposal are often addressed too. The question “would the app still function in The predominant promise of “doing something the same essential way, fulfilling its core goals, if good for the environment” suggests that the gamification concepts were removed?” helped sustainability is still not understood as a holistic to enable the separation between gamification as way of living, a notion emphasized by the strong an addendum – independent – for (intended) orientation towards resource efficiency, an increased engagement, though the app could approach that is not about changing lifestyles as fulfill its objectives without being gamified; and much as improving existing ones to make them apps where the content and actions could not be less damaging. This is dissimilar from previous experienced without the gameful design – research on sustainability games, where most inherent. Examples of the former include those were found to address multiple sustainability that provide information and suggested tasks, or dimensions [44], but reinforces the observation that reward isolated behaviors that can be done that gamified sustainability apps tend to have a without an app (e.g., picking up litter, consuming strong environmental focus [7], rarely addressing eco-friendly goods). Games (17 apps) are the most societal impacts or even economic gains from obvious example of an experience where playful shifting consumption practices. elements are intrinsic to the artifact, but this The variety of SC areas addressed suggest that numerous group also includes apps that propose developers see the potential of mobile technology challenges where progress, points, rewards, etc. and gamification [8, 11] although incremental and are seamlessly integrated in the app’s discourse. often technology-oriented effort is a much more The most common persuasive intent (type of popular approach than these that aim at reducing change the gamification concept in apps for SC consumption (sufficiency) or radically aims to evoke) among the analyzed apps is transforming it (simplicity). This is unsurprising, behavior change, in some cases accompanied by considering the definition of the SDG 12 where attitude change. consumers (at all levels and scales) play a pivotal User advancement in the examined apps is role to shift wasteful production processes and either presented to the user (via progress bars, lifestyles into practices of better resource stats, charts, points, scores, ranking, levels, etc.), management and less harm to people and found in over half of the apps, or it additionally ecosystems. utilizes users’ progress to adapt the gamification Regarding gamification concepts, we observed concept to their skills (e.g., climbing up through a lack of diversity in gamification strategies. The levels and stages to reach more difficult or analyzed apps are quite homogeneous in various challenging content), presented in a third. Of the aspects. While almost nine in ten convey 22 apps with progressive advancement, 9 are messages directly, avoiding balancing their games. 10 apps do not provide mechanisms for credibility and the use of fictional narratives and user advancement. contexts, gamification could look at the engaging potential of fantasy [45], as traditional serious 5. Discussion 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 This study aims to identify how gamified offer a virtual character separate from the real mobile apps present SC, their expected area of user. More apps could explore the possibilities of impact and gamification characteristics used to having a character to inspire the player in their motivate SC practices. We summarized the quest towards a sustainable lifestyle. general performance indicators from the apps and Another common aspect is the absence of tested them to identify the lifestyle area they negative reinforcement (78%), that is, mentioning focused on, the consumption stage addressed, failures or penalizing the user. While this is more approach, their expected impacts, and common in full-fledged games, the almost gamification concepts. ubiquitous encouraging tone in gamified apps Our findings suggest that most apps aim to may be due to underlying positive psychology address several lifestyle areas, mainly waste theories such as self-determination theory [46] 141 and flow [47], which focus on aspects of human The conducted analysis provides various experience such as enjoyment and self- contributions for designers and scholars. actualization. However, the lack of specific Designers can benefit from knowing the state of punishment does not negate the emergence of the art of this area to detect opportunities, as well potentially negative experiences, for, in zero-sum as a contextualization of certain content choices competitive arrangements such as leaderboards, it with implications in terms of sustainability and is entirely possible to not win. user experience. Scholars interested in SC and Most apps allow users to set their own goals, gamification can have a more nuanced although not all offer the opportunity to track the understanding of the mechanics of gamified apps user’s advancement. Self-set goals support the to consider whether these are appropriate for their users’ autonomy, but the lack of guidance may efforts to reach out to consumers and hinder the sustainability of the users’ effort. Also, communities. Given that researchers often create only a third of the apps unlock content their own solutions, this analysis can help them progressively, therefore most do not present avoid unsustainable repetition when their ideas activities progressively based on the level of effort significantly overlap with existing designs. required (from easy/simple to hard/complex). This study also contributes to the emerging This may result in the user not seeing a clear path field of gamified SC literature, presenting a way from smaller to bigger actions, although open to continue developing research on both fields as designs allow players to select actions freely, a unified discipline. As part of our analysis, we discarding what they already do. elaborated further on the taxonomy from [10], We also found 17 apps that offer external adapting it to the context of household-level rewards that contradict the message of sustainable consumers, addressing some ambiguities, and consumption. In most cases, these promote further presenting examples of elements that could be consumption and not necessarily from inclusive. The analytical framework developed “sustainable” stores only. Some even advocate for for this study can be used to facilitate the more purchases (i.e., [48]) with premises that can understanding of gamified sustainable lead to attitudes such as “I am donating so I can consumption among researchers and practitioners, keep buying since I have coupons to do so.” Many as it provides a blueprint that enables co-creation of the apps excluded from the sample had a of apps that cover SC holistically in effective, similar approach to rewards: offering coupons engaging, and resilient ways. with discounts for all sorts of stores. Apart from We also acknowledge some limitations of this potential implications regarding sustainability, study. First, the analysis focuses exclusively on tangible rewards typically undermine intrinsic the apps’ content, rather than their actual use; motivation, as do punishment threats or imposed although available user reviews were routinely goals [49]. However, the perception of game read to gain a broader idea of the user experience, elements is user-specific [50]. Few studies [17] this was not intended as part of the analysis. address the perception of tangible rewards and Second, the frequent disappearance of apps, possible interactions with motivation towards which even became unavailable between analysis sustainable behavior in the context of SC. stages, makes this field a changing one. Third, the Given our observations, future studies could study excluded apps about sustainable survey app designers to ascertain whether their consumption/lifestyles that included external choices, either leading to or deviating from the rewards (i.e., discounts and coupons) but were not most typical elements observed here, result from gamified. Contrariwise, some of the apps that are implementation costs, the existence of an assumed known to facilitate SC were not included because success formula, or other reasons. All in all, a either they were not gamified or did not appear positive observation is that only a minority of the with the search terms used. Fourth, including apps use gamification superficially, given that additional keywords often associated with four out of five apps integrated gamification sustainable lifestyles and social aspects (i.e., inherently. Thus, the gamified SC app space wellness, mindfulness) may have provided seems to take advantage of the possibilities of additional relevant apps to analyze. gamification, proposing courses of action that apps without gamification could not easily 6. Conclusion imitate. Future studies could examine different forms of user advancement to see if they are connected to, e.g., user satisfaction or retention. 142 The world of apps keeps morphing and [5] K. Gram-Hanssen, New needs for better adapting to trends. This study shows the need for understanding of household’s energy a more holistic understanding of SC and a more consumption - behaviour, lifestyle or critical approach to certain gamification practices?, Architectural Engineering and dimensions, such as rewards, that could Design Management, vol. 10, no. 1–2 undermine not only intrinsic motivation but also (2014) 91–107. the very sustainability that the apps promote. [6] P. 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