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Hedonic recycling: using gamification and sensory stimuli to enhance the recycling experience
Linnaeus University, School of Business and Economics, Department of Marketing.ORCID iD: 0000-0003-2924-2874
Linnaeus University, School of Business and Economics, Department of Organisation and Entrepreneurship.ORCID iD: 0000-0003-2818-6911
2020 (English)In: EAI Endorsed Transactions on Serious Games, ISSN 2034-8800 , no 18, p. 1-12, article id e3Article in journal (Refereed) Published
Sustainable development
SDG 12: Ensure sustainable consumption and production patterns
Abstract [en]

INTRODUCTION: Recycling is not commonly perceived as hedonic, fun or experiential. While previous studies haveemphasised the importance of functional attributes and solutions for improving waste recycling in bins, the potential forrecycling as an experience has not been explored thoroughly.

OBJECTIVES: This study employs the perspective of gamification, environmental psychology and sensory marketing toprovide new perspectives on hedonic recycling.

METHODS: A focus group design was used to explore how experiential cues may influence cognition, emotion andbehaviour when recycling waste in bins. Four focus group discussions were employed and analysed thematically.

RESULTS: Findings show that while utilitarian attributes were most critical for participants, there are solutions that can beexperientially modified to not disturb the waste separation process. These modifications include digital feedback andinformation of one’s impact on the environment. Other sensory and gamified modifications were discussed with theirpotential effects on emotion and behaviour in mind.

CONCLUSION: A new conceptual framework was developed, which combined mechanics from gamification and sensorycues as experiential cues. This framework was used to explore various different responses. The model indicates potentialrelationships between recycling and experiential cues that can be empirically investigated.

Place, publisher, year, edition, pages
European Alliance for Innovation (EAI) , 2020. no 18, p. 1-12, article id e3
Keywords [en]
Bin, Emotion, Experience, Gamification, Hedonic, Recycling, Sensory, Waste
National Category
Business Administration
Research subject
Economy, Business administration; Natural Science, Environmental Science
Identifiers
URN: urn:nbn:se:lnu:diva-94227DOI: 10.4108/eai.13-7-2018.164262Local ID: 2020OAI: oai:DiVA.org:lnu-94227DiVA, id: diva2:1429105
Available from: 2020-05-08 Created: 2020-05-08 Last updated: 2022-02-08Bibliographically approved

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Helmefalk, MiralemRosenlund, Joacim

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CiteExportLink to record
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  • apa
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  • de-DE
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