Gamification of a sustainability strategy
Okkonen, Meri-Kukka (2022)
Okkonen, Meri-Kukka
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022121429688
https://urn.fi/URN:NBN:fi:amk-2022121429688
Tiivistelmä
Sustainability has increased its meaning in businesses in recent years and based
on that, many companies have started to consider their impact on climate.
Gamification has also gained attention, as it can be used as a tool for marketing
and education.
The objective of the thesis was to study sustainability and gamification. The
information was utilized in the development of a board game that is based on the
commissioner’s sustainability strategy.
The qualitative methods were used to analyse cases where gamification was
utilized either for marketing or education and to compare how sustainable it is to
develop a video game or a board game. Practice-based studies were used in the
development of the game.
The process started with studies regarding sustainability and gamification. The
information was then used to produce a prototype that was playtested and based
on the feedback, the board game was designed, including game mechanics and
graphics. The board game contained cards with questions and tasks that were
based on the commissioner’s sustainability strategy.
The study showed that gamified strategy can be used for educational purposes
that could help the company’s personnel to learn more regarding sustainability,
as well as a tool to raise brand awareness. For business-to-business companies,
gamification could be used to educate personnel regarding certain subjects or in
the process of building long term engagement with customers. When comparing
video game industry and printing industry, the major emissions would be
produced from material and energy usage.
on that, many companies have started to consider their impact on climate.
Gamification has also gained attention, as it can be used as a tool for marketing
and education.
The objective of the thesis was to study sustainability and gamification. The
information was utilized in the development of a board game that is based on the
commissioner’s sustainability strategy.
The qualitative methods were used to analyse cases where gamification was
utilized either for marketing or education and to compare how sustainable it is to
develop a video game or a board game. Practice-based studies were used in the
development of the game.
The process started with studies regarding sustainability and gamification. The
information was then used to produce a prototype that was playtested and based
on the feedback, the board game was designed, including game mechanics and
graphics. The board game contained cards with questions and tasks that were
based on the commissioner’s sustainability strategy.
The study showed that gamified strategy can be used for educational purposes
that could help the company’s personnel to learn more regarding sustainability,
as well as a tool to raise brand awareness. For business-to-business companies,
gamification could be used to educate personnel regarding certain subjects or in
the process of building long term engagement with customers. When comparing
video game industry and printing industry, the major emissions would be
produced from material and energy usage.
Kokoelmat
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