@inproceedings{ce1bda4c9d034337a70df4c9257ec5cc,
title = "The Effects of Gamification and VR in Encouraging Pro-Environmental Behavior",
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.",
keywords = "gamification, immersion, low-carbon action, pro-environmental behavior, virtual reality",
author = "Ng, \{Peggy Mei Lan\} and Chan, \{Jason Kai Yue\} and Wut, \{Tai Ming\} and Lau, \{Mei Mei\} and Mike Kan",
note = "Publisher Copyright: {\textcopyright} 2024 IEEE.; 12th International Conference on Information and Education Technology, ICIET 2024 ; Conference date: 18-03-2024 Through 20-03-2024",
year = "2024",
doi = "10.1109/ICIET60671.2024.10542747",
language = "English",
series = "2024 12th International Conference on Information and Education Technology, ICIET 2024",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
pages = "159--163",
booktitle = "2024 12th International Conference on Information and Education Technology, ICIET 2024",
}