=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== https://ceur-ws.org/Vol-3147/paper14.pdf
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.




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                                                             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%)




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            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%)




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    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.



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