The Effects of Gamification and VR in Encouraging Pro-environmental Behavior

Research output: Contribution to conferencePaperpeer-review

Abstract

Emerging gamification and immersive technology encourage individuals, especially teenagers, to engage in a behavior, such as online shopping behavior, learning behavior, prosocial behavior, etc. Many current studies showed that the use of gamification and immersive technology would positively predict individuals’ intention towards a behavior. The present study aims to examine the impact of gamification and VR in promoting low-carbon actions and pro-environmental habits. Using VR cave with gamified elements, the results showed that enjoyment and environmental responsibility significantly predict low-carbon action of individuals, whereas social gain has no significant impact on low-carbon intention. Practical contributions are discussed.
Original languageEnglish
Pages159-163
Publication statusPublished - 18 Mar 2024
Event2024 The 12th International Conference on Information and Education Technology - Japan, Yamaguchi, Japan
Duration: 18 Mar 202420 Mar 2024
https://www.iciet.org/

Conference

Conference2024 The 12th International Conference on Information and Education Technology
Country/TerritoryJapan
CityYamaguchi
Period18/03/2420/03/24
Internet address

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