TY - JOUR
T1 - Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes
AU - Torres-Toukoumidis, Angel
AU - León, Diego Vintimilla
AU - De-Santis, Andrea
AU - López-López, Paulo Carlos
N1 - Publisher Copyright:
© 2022 by the authors. Licensee MDPI, Basel, Switzerland.
PY - 2022/4
Y1 - 2022/4
N2 - Mobile applications viewed as digital social change tools are focused on sustainable devel-opment, particularly in topics that address ecology and the environment. In this research, the aim is to systematize a review of the 10 most downloaded mobile applications in this context, but deepening on those that use game elements in their interface, organizing them according to components, mechanics and playful dynamics. Findings demonstrate the role of levels and achievements as more repeated dynamics, and challenges and feedback as more relevant elements in gameplay, and finally, emotions and narratives as components of the gamified experience. The incorporation of these elements in mobile games shows that digital gamification in the environmental context is organized from an alternative perspective, where argumentation, the succession of events, the progressive incorporation of difficulty and the interaction with the computerized system modify the traditional view that sees gamification as a superficial system of points.
AB - Mobile applications viewed as digital social change tools are focused on sustainable devel-opment, particularly in topics that address ecology and the environment. In this research, the aim is to systematize a review of the 10 most downloaded mobile applications in this context, but deepening on those that use game elements in their interface, organizing them according to components, mechanics and playful dynamics. Findings demonstrate the role of levels and achievements as more repeated dynamics, and challenges and feedback as more relevant elements in gameplay, and finally, emotions and narratives as components of the gamified experience. The incorporation of these elements in mobile games shows that digital gamification in the environmental context is organized from an alternative perspective, where argumentation, the succession of events, the progressive incorporation of difficulty and the interaction with the computerized system modify the traditional view that sees gamification as a superficial system of points.
KW - Ecology
KW - Environmental protection
KW - Gamification
KW - Mobile apps
KW - Smartphones
KW - Sustainable development
UR - http://www.scopus.com/inward/record.url?scp=85126651479&partnerID=8YFLogxK
U2 - 10.3390/soc12020042
DO - 10.3390/soc12020042
M3 - Article
AN - SCOPUS:85126651479
SN - 2075-4698
VL - 12
JO - Societies
JF - Societies
IS - 2
M1 - 42
ER -