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Leveraging Gamification in E-Commerce for Climate Change: A Persuasive Technology Acceptance Model (TAM) Approach

  • Sunway University

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › peer-review

Abstract

The rising global population has intensified climate change, with 2022 evidencing the highest record of greenhouse gas emissions, at 53.79 billion metric tons. By 2024, the average surface temperature has also surpassed the 1.5-degree threshold. Despite increasing occurrences of climate change, there exists a gap between knowledge and acting towards mitigating climate change. This study integrates mini-games and gamification into an e-commerce mobile app as (in) direct persuasive mechanisms to reduce individual carbon footprints and increase willingness to mitigate/act. Hypotheses are: (1) climate change-oriented gamification in e-commerce will increase awareness of climate change; (2) gamification will encourage individuals and communities to act towards reducing climate change; (3) gamification, e-commerce, and a carbon footprint calculator will help reduce carbon footprint. Alpha-beta testing based on the Technology Acceptance Model, finds that the biggest difference between pre-post-game introduction is personal carbon footprint, followed by the level of willingness to engage with climate change, possible initiatives for mitigating climate change, and cause-effect purchase decisions in the ‘Shop’ feature. The transition from a simple calculator to a visualized carbon footprint report, the change of real-life challenges into interactive mini games, highlights the importance of direct contextualization and immediate relevance. However, the study faces limitations, due to small sample size, and reliance on generalized emission data, which affects the accuracy of the carbon footprint calculator.

Original languageEnglish
Title of host publicationComputational Science and Its Applications – ICCSA 2025 Workshops, Proceedings
EditorsOsvaldo Gervasi, Beniamino Murgante, Chiara Garau, Yeliz Karaca, Maria Noelia Faginas Lago, Francesco Scorza, Ana Cristina Braga
PublisherSpringer Science and Business Media Deutschland GmbH
Pages34-50
Number of pages17
ISBN (Print)9783031976537
DOIs
Publication statusPublished - 2026
Externally publishedYes
EventWorkshops of the International Conference on Computational Science and Its Applications, ICCSA 2025 - Istanbul, Turkey
Duration: 30 Jun 2025 → 3 Jul 2025

Publication series

NameLecture Notes in Computer Science
Volume15896 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

ConferenceWorkshops of the International Conference on Computational Science and Its Applications, ICCSA 2025
Country/TerritoryTurkey
CityIstanbul
Period30/06/25 → 3/07/25

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 13 - Climate Action
    SDG 13 Climate Action

Keywords

  • carbon footprint
  • climate change
  • Design thinking
  • e-commerce-mini-games
  • gamification
  • metaverse

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