Abstract
This paper discusses the use of interactive technology and gamification at companies to drive positive behavior change at scale around the topic of sustainability and corporate responsibility. While game and social based learning is still a relatively new concept for companies, our research and experience in the marketplace has shown that it can be effectively used to bridge the education gap among employees to help translate complex environmental science and ideas into a framework that people can understand as well as understand their own personal impact.
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© 2013 Springer-Verlag Berlin Heidelberg
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Stevens, S.H. (2013). How Gamification and Behavior Science Can Drive Social Change One Employee at a Time. In: Marcus, A. (eds) Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience. DUXU 2013. Lecture Notes in Computer Science, vol 8013. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39241-2_65
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DOI: https://doi.org/10.1007/978-3-642-39241-2_65
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-39240-5
Online ISBN: 978-3-642-39241-2
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