Gamification or How to Make a “Green” Behavior Become a Habit

Gamification or How to Make a “Green” Behavior Become a Habit

Lidia Aguiar-Castillo, Rafael Perez-Jimenez
DOI: 10.4018/978-1-7998-9223-6.ch015
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Abstract

One of the main challenges faced by tourist destinations is waste management. A poor waste collection and management policy is an additional factor affecting the tourist destination's sustainability within this general problem. These situations are trying to be solved with incentives derived from gamification tools that motivate people to recycle. This study, within the scope of a European project called UrbanWaste, found significant results that suggested that this tool can promote recycling behavior, but what happens when customers come back home? Gamification even makes a habit take root in the people who use it by activating external motivators. This recycling habit emanates from an altruistic feeling and aims to leave a better world for future generations (intrinsic motivation). However, they also recommend the app to show a benevolent image by making the behavior visible (internalized extrinsic motivation) and improving destination branding.
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Introduction

Waste management is a crucial issue in tourist destinations (Shamshiry et al., 2011). Its management is a significant concern in those destinations with a high concentration of seasonal tourism with a relatively small resident population. A poor waste collection and management policy is an additional factor affecting the tourist destination's sustainability within this general problem. Thus, this factor is relevant to maintain the natural environment and has a significant impact on the perceived quality of the tourist destination. Moreover, the situation has been aggravated by the emergence of accommodation models based on the collaborative economy. The traveler should interact directly with the waste collection and processing services at the destination (Mendes et al., 2013).

Recycling behavior is fundamental in the context of sustainability. Although waste sorting is critical for environmental and economic reasons, its effectiveness can be conditioned by the travelers’ lack of information regarding regulations differentiated by municipalities (Gaggi et al., 2020). These problematic situations challenge administrations as they need to improve recycling rates as a part of their sustainability policies and improve their image as an environmentally aware municipality. These situations can be solved with incentives derived from gamification tools that motivate people to recycle. Among the gamification-specific elements that effectively support this behavior are feedback, prizes, and other collaborative and competitive factors (Helmefalk & Rosenlund, 2020).

Gamification has proven its potential to promote green behavior, convey comprehensive information through entertainment, reward users for good practices, improve engagement and help avoid problems arising from overtourism (Souza et al., 2020). This study used open data from the UrbanWaste project (2016) within the European H2020 framework program, which sought gamification to provide solutions to the sustainability problems of tourist destinations with a seasonal floating population far exceeding the resident one. One of the solutions provided by the project was the design and implementation of a gamified mobile application, WasteApp, to encourage recycling behavior in tourists since it has been seen that linking gamification with technology makes it extremely attractive to citizens (Guillen, Hamari, & Quist, 2021). In this research, an attempt was made to see if the application encourages the desired behavior and its effect on the tourist destination image (Aguiar-Castillo et al., 2019).

This chapter is organized as follows: a short state of the art on gamification and sustainable tourism is presented, followed by a description of the work based on user satisfaction and the habit cycle (Urban Waste, 2016, European Project), followed by solutions and recommendations for marketers and designers. Finally, future research directions and the conclusion where a new gamification concept are explained.

Key Terms in this Chapter

Destination Reputation: Destination reputation is the intangible value or reputation of a location through its multiple dimensions, such as its culture, sports, companies, organizations, tourism.

Recycling Behavior: It is defined as actions that the consumer carries out to deposit garbage in differentiated areas by type of waste.

Word of Mouth: It is the passing of information from person to person.

Intrinsic Motivation: It is the motivation that drives us to do things for the simple pleasure of doing them. The execution of the task itself is the reward.

Habit Cycle: It is a strategy that uses game elements that aim to convert, over time, a behavior into a habit.

Altruist Behavior: It is a behavior that decreases the vulnerabilities and increases the chances of survival of others even if it means reducing their well-being.

Internalized Extrinsic Motivation: It is a motivation that begins as extrinsic and, with time, ends up being internalized, generating a perception of self-regulation, and ceasing to depend on the external factor.

Extrinsic Motivation: This motivation refers to the type of motivation in which the motives that lead a person to perform a certain job or activity are subject to contingencies or external factors.

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