ABSTRACT

This chapter presents a systematic literature review of the current corpus of gamification of and in the circular economy (CE). Besides providing a contextual overview of the encountered CE phases, sustainability goals, sectors, and domains for which gamification was employed in the reviewed literature, this chapter comprises perspectives on policy-making and managing (e.g., organisational) transitions towards CE via gamification, as well as the design of gamification related to CE. The results show that existing research on the topic is firmly focused on end-of-life activities (e.g., recycling) whereas design, production, and use phases require more attention. Similarly, there is a strong focus on operational tasks, although gamification for tactical and strategic efforts is less explored. Based on these and further findings, the present chapter discusses and concludes with several avenues for gamification as a CE catalyst to move forward in both practice and enquiry.