A BIBLIOMETRIC REVIEW OF RESEARCH ON GAMIFICATION USED IN ENVIRONMENTAL PROTECTION, 2014-2024
DS 136: Proceedings of the Asia Design and Innovation Conference (ADIC) 2024
Year: 2024
Editor: Yong Se Kim; Yutaka Nomaguchi; Chun-Hsien Chen; Xiangyang Xin; Linna Hu; Meng Wang
Author: Li, Qianrong; Zhang, Chenyu; Jiang, Ruiyi
Series: Other endorsed
Institution: Hubei Institute of Fine Arts, Harbin Institute of Technology
Page(s): 305-314
Abstract
This study presents a bibliometric analysis of the research trends and applications of gamification technology in the field of environmental protection between 2014 and 2024. Addressing critical environmental challenges such as climate change, resource depletion, and biodiversity loss, gamification has emerged as an innovative approach to enhance public engagement in sustainability. By incorporating game-like motivational mechanisms into non-game contexts, gamification has proven effective in fostering behavioral changes in areas like energy conservation, water management, and ecological restoration. Utilizing tools such as VOSviewer and CiteSpace, this study analyzes collaboration networks, citation patterns, and emerging trends, with a particular focus on the integration of immersive technologies like virtual and augmented reality. The findings highlight key applications of gamification in environmental protection and suggest practical implications for policymakers and practitioners seeking to design more engaging environmental initiatives. Furthermore, the study identifies the potential for immersive technologies to enhance environmental awareness and action. Despite these advancements, challenges remain, particularly in adapting gamification strategies to diverse demographic groups and sustaining long-term behavioral changes. The study concludes with recommendations for future research, including the need for large-scale evaluations and the exploration of the synergy between gamification and emerging technologies to maximize the impact on public engagement in environmental sustainability.
Keywords: Gamification, Environmental Protection, Bibliometric Analysis, Serious Games, Energy Conservation