Sökning: "sustainability gamification"

Visar resultat 16 - 20 av 22 uppsatser innehållade orden sustainability gamification.

  1. 16. Designing With Gamification in Behavior-Changing Applications Focused on Self-Transcendence Values

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Marco Koivisto; [2020]
    Nyckelord :;

    Sammanfattning : There are enormous amounts of applications available today, which makes the market highly competitive. Some applications are more essential than others, and some might even affect how we live in the future. LÄS MER

  2. 17. Sustainable Water Saving Intervention : A digital user experience solution of more sustainable choice in daily water-use with behavioral change

    Master-uppsats, Linnéuniversitetet/Institutionen för design (DE)

    Författare :Zihan Zhang; [2020]
    Nyckelord :Design intervention; Digital user experience design; Sustainable behavioral change; Water usage habits; Product-service system design;

    Sammanfattning : In recent years, sustainable thinking has been gradually recognized and accepted by more and more users, enterprises, and stakeholders. However, in daily life, there is often a gap between the value of users’ pursuit of sustainable lifestyles and their behavior habits. Also, the connection between different stakeholders is often ignored. LÄS MER

  3. 18. It´s The Smart City, Stupid! : A critical study of Smart narratives, Attraction Hysteria & the production of Smart Space in the European Green Capital 2020

    Master-uppsats, Stockholms universitet/Kulturgeografiska institutionen

    Författare :Joel Göransson Scalzotto; [2020]
    Nyckelord :Smart City; Lisbon; Urban Regeneration; Attraction Hysteria; City Branding; Civic Participation; Egovernance; Production of space; Gentrification; Urban Commodification; Creative city;

    Sammanfattning : In this research, the “Smart City-edifice” of Lisbon has been examined through qualitative field work carried out in the city. The concept of the Smart City- edifice has been designed by the author in an attempt to grasp the ambiguous Smart City ambition as an assemblage of (i) specific techniques incorporated into the urban environment (ii) the modes of governance which these techniques allow for, particularly real time data collection & (iii) issues of city branding, placemaking and urban, Smart regeneration. LÄS MER

  4. 19. Gamification som motivation till ett förändrat konsumtionsbeteende : En studie hur spelmekanismer och spelelement kan användas inom hållbar konsumtion

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Anna Strandberg; Vendela Vlk; [2019]
    Nyckelord :Gamification; gaming mechanisms; gaming element; sustainability; consumption; consumption habits; Gamification; spelmekanismer; spelelement; hållbar utveckling; konsumtion; konsumtionsvanor;

    Sammanfattning : Today, the climate has become an increasingly important question where consumption is one of the main contributing factors to global warming. The climate changes will continue to have a negative impact, not only on the environment but also on people, if nothing is done to reduce the greenhouse gases in the atmosphere. LÄS MER

  5. 20. Sustainable Entrepreneurship in Practice : Paving the way to a new sustainable society?

    Magister-uppsats, Linnéuniversitetet/Institutionen för organisation och entreprenörskap (OE)

    Författare :Laura Christiane Barthelme; [2017]
    Nyckelord :entrepreneurship; sustainability; sustainable;

    Sammanfattning : Although a variety of definitions of sustainability and sustainable entrepreneurship can be found in literature, the concept of the pursuit of both social, environmental and economic goals while creating value is a widely accepted perspective on sustainability entrepreneurship. However, the implementation of this holistic approach turns out to be very complex and hard to realize for sustainable ventures. LÄS MER