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Levelling up the Recycling Experience: Gamification of Recycling through an Innovative Recycling Station
Linnaeus University, Faculty of Health and Life Sciences, Department of Biology and Environmental Science.ORCID iD: 0000-0003-2818-6911
Linnaeus University, School of Business and Economics, Department of Marketing and Tourism Studies (MTS).ORCID iD: 0000-0003-2924-2874
Independent reseacher, Sweden.
Mälardalen University, Sweden.ORCID iD: 0000-0003-0943-6022
2025 (English)In: Circular Economy and Sustainability, ISSN 2730-597X, E-ISSN 2730-5988Article in journal (Refereed) Epub ahead of print
Sustainable development
SDG 11: Make cities and human settlements inclusive, safe, resilient, and sustainable, SDG 4: Ensure inclusive and equitable quality education and promote lifelong learning opportunities for all, SDG 8: Promote sustained, inclusive and sustainable economic growth, full and productive employment and decent work for all, SDG 9: Build resilient infrastructure, promote inclusive and sustainable industrialization, and foster innovation, SDG 17: Strengthen the means of implementation and revitalize the global partnership for sustainable development
Abstract [en]

This paper aims to explore the relation between gamification and recycling of household waste by answering the question of how a gamified recycling station can make recycling a more engaging experience. The station was designed to make recycling a smart, neat and engaging experience for fifteen households during six months. A smartphone application based on gamification mechanics was developed including missions, achievements, quizzes and a visual progression map. Participants were using the smartphone application providing data during the project, as well as were interviewed before and after the period. Results show that when examining recycling experiences in terms of interaction, knowledge, attitudes, and perception, three different groups of participants could be identified. It was shown that the connection between the physical environment and smartphone application was important to consider as these had to be congruent. Further, it was revealed that such intervention via gamification and a new recycling station could contribute to a better recycling experience and increase knowledge, depending on the type of user ranging from engaged, partly engaged to not engaged. 

Place, publisher, year, edition, pages
Springer Nature, 2025.
Keywords [en]
Recycling, Gamification, Circular economy, Recycling station, Household waste, Behaviour
National Category
Environmental Sciences Human Computer Interaction
Research subject
Natural Science, Environmental Science
Identifiers
URN: urn:nbn:se:lnu:diva-135887DOI: 10.1007/s43615-025-00510-wOAI: oai:DiVA.org:lnu-135887DiVA, id: diva2:1934708
Funder
Linnaeus UniversityThe Kamprad Family Foundation, 20200017Available from: 2025-02-05 Created: 2025-02-05 Last updated: 2025-02-19

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Rosenlund, JoacimHelmefalk, MiralemPalmquist, Adam
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