A Taxonomy of Motivational Affordances for Meaningful Gamified and Persuasive Technologies
- Paul Weiser, Dominik Bucher, Francesca Cellina, Vanessa De Luca
- Corresponding Author
- Paul Weiser
Available Online September 2015.
- https://doi.org/10.2991/ict4s-env-15.2015.31How to use a DOI?
- Motivational Affordances; Meaningful Gamification; Persuasive Technology; Taxonomy; Case Study
- Sustainable human-computer interaction is investigating the role of persuasive and gamified technologies in encouraging people to engage in a more sustainable lifestyle. Motivation is a key requirement for behavior change, yet many persuasive systems do not sufficiently account for motivational aspects. In this paper we investigate under which circumstances components such as feedback and game elements (e.g., rewards) afford user motivation. The result is a taxonomy of design components that is grounded in well-established psychological theories on motivation. We illustrate how the taxonomy can contribute to the design of meaningful persuasive technologies by discussing a case study from the domain of sustainable mobility behavior (the project GoEco!).
- Open Access
- This is an open access article distributed under the CC BY-NC license.
Cite this article
TY - CONF AU - Paul Weiser AU - Dominik Bucher AU - Francesca Cellina AU - Vanessa De Luca PY - 2015/09 DA - 2015/09 TI - A Taxonomy of Motivational Affordances for Meaningful Gamified and Persuasive Technologies BT - EnviroInfo and ICT for Sustainability 2015 PB - Atlantis Press SN - 2352-538X UR - https://doi.org/10.2991/ict4s-env-15.2015.31 DO - https://doi.org/10.2991/ict4s-env-15.2015.31 ID - Weiser2015/09 ER -