ABSTRACT

This chapter explores the building blocks of what a 'gamified' process could contain and looks at a number of examples of where individual elements of it have been implemented successfully in the sustainability space. It discusses what potential gamification might have to re-invigorate the rather moribund debate in the environmental and sustainability sector about how to motivate, inspire and change habits and behaviours in mainstream society. Although gamification is still a new concept, it has been adopted by some forward thinkers in the sustainability space and tested through a range of applications. Various methods of behaviour change intervention have so far had limited success in motivating wider society into taking positive environmental actions. People live in an era where embracing sustainability commercially is now accepted as a viable, cost-effective route to opening up new markets and customers, to gaining stakeholder trust, and it has become one of the core pillars for non-financial metrics reporting in the corporate world.