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Design Implications for a Gamified Recycling House
Gothenburg University, Sweden.ORCID iD: 0000-0003-0943-6022
Nord University, Norway.ORCID iD: 0000-0001-9565-2914
University of Koblenz-Landau, Germany.ORCID iD: 0000-0003-4996-1147
Linnaeus University, Faculty of Health and Life Sciences, Department of Biology and Environmental Science.ORCID iD: 0000-0003-2818-6911
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2022 (English)In: HCI in Games: 4th International Conference, HCI-Games 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26–July 1, 2022, Proceedings / [ed] Xiaowen Fang, Cham: Springer, 2022, p. 289-305Chapter in book (Refereed)
Sustainable development
SDG 12: Ensure sustainable consumption and production patterns, SDG 9: Build resilient infrastructure, promote inclusive and sustainable industrialization, and foster innovation, SDG 11: Make cities and human settlements inclusive, safe, resilient, and sustainable
Abstract [en]

This paper encircles explorative design research in a multiple stakeholder triple helix project concerning circular economy and household recycling. Design ethnography was employed to find implications for outlining a gamification artifact that would facilitate recycling behaviors. We collected our data during 27 weeks by attending two field sites: Site A, project stakeholder meetings and a participatory design workshop, and Site B, semistructured interviews in the household stakeholders’ residences. Our thematic analysis of the sites’ collected ethnographic record extrapolated two specific categories: Stakeholder requirements and Gamification ruleset, together enfolding five key-themes and various sub-themes that could be used to inform the design of a gamification artifact aimed at recycling. Also, based on our research, we propose two research propositions regarding storytelling and understanding for further gamification design researchers to investigate.

Place, publisher, year, edition, pages
Cham: Springer, 2022. p. 289-305
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 13334
Keywords [en]
gamification, design ethnography, informing design, recycling, circular economy, participatory design, thematic analysis, interviews, stakeholder
National Category
Human Computer Interaction Environmental Sciences
Research subject
Natural Science, Environmental Science; Computer and Information Sciences Computer Science
Identifiers
URN: urn:nbn:se:lnu:diva-114291DOI: 10.1007/978-3-031-05637-6_18ISI: 000876927900018Scopus ID: 2-s2.0-85133012236ISBN: 9783031056369 (print)ISBN: 9783031056376 (electronic)OAI: oai:DiVA.org:lnu-114291DiVA, id: diva2:1671337
Available from: 2022-06-17 Created: 2022-06-17 Last updated: 2023-01-03Bibliographically approved

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Rosenlund, JoacimHelmefalk, Miralem

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Palmquist, AdamGoethe, OleKrath, JeanineRosenlund, JoacimHelmefalk, Miralem
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Citation style
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