Gamification in a Democratic Pro-Environmental Behaviour Model Towards Achieving Effective ESG Corporate Strategies

dc.contributor.authorMarkopoulos Evangelos
dc.contributor.authorVera Ramirez Alejandro
dc.contributor.authorMarkopoulos Panagiotis
dc.contributor.authorVanharanta Hannu
dc.contributor.organizationfi=tietotekniikan laitos|en=Department of Computing|
dc.contributor.organization-code1.2.246.10.2458963.20.85312822902
dc.converis.publication-id177110049
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/177110049
dc.date.accessioned2022-12-20T03:32:17Z
dc.date.available2022-12-20T03:32:17Z
dc.description.abstract<p>This paper aims to analyze the extent to which gamification is an effective alternative to promote the adoption of democratic pro-environmental behaviors and contribute towards the creation of the relative organization culture. The accepted definition of gamification for this paper is the process of enhancing a service with affordances for gameful experiences to support users’ overall value creation. This marketing perspective approach focuses more on the effects obtained as a consequence of activating intrinsic and extrinsic motivation through gamified systems rather than the analysis of the characteristics of the game design elements and the incentives for its practical and actual adaptation and utilization within organizations. Furthermore, the proposed model is linked with the ESG criteria to further incentivize its organization’s adaptation from theory to practice. Finally, the paper indicates limitations and areas of further research towards green ocean strategies that can maximize its applications and impact.</p>
dc.format.pagerange104
dc.format.pagerange114
dc.identifier.isbn978-1-958651-07-0
dc.identifier.olddbid190707
dc.identifier.oldhandle10024/173798
dc.identifier.urihttps://www.utupub.fi/handle/11111/32207
dc.identifier.urnURN:NBN:fi-fe2022121371309
dc.language.isoen
dc.okm.affiliatedauthorMarkopoulos, Panagiotis
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline512 Business and managementen_GB
dc.okm.discipline6132 Visual arts and designen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline512 Liiketaloustiedefi_FI
dc.okm.discipline6132 Kuvataide ja muotoilufi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.conferenceAHFE International Conference on Creativity, Innovation and Entrepreneurship
dc.relation.doi10.54941/ahfe1001512
dc.relation.ispartofjournalAHFE International
dc.relation.ispartofseriesAHFE International
dc.relation.volume31
dc.source.identifierhttps://www.utupub.fi/handle/10024/173798
dc.titleGamification in a Democratic Pro-Environmental Behaviour Model Towards Achieving Effective ESG Corporate Strategies
dc.title.bookCreativity, Innovation and Entrepreneurship: Proceedings of the 13th AHFE International Conference on Creativity, Innovation and Entrepreneurship, New York, USA July 24-28, 2022
dc.year.issued2022

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