Usage of Gamification and Mobile Application to Reduce Food Loss and Waste: A Case Study of Indonesia

Kisusyenni Venessa, Heru Wijayanto Aripradono
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引用次数: 1

Abstract

Food loss and waste (FLW) are major global issues, and Indonesia has been identified as the world's second-largest contributor to this problem. Bappenas research indicates that FLW in Indonesia, particularly food waste, is increasing annually, with the household sector being the primary source. In response, we developed a gamification mobile application for FLW, drawing on a case study from Cechetti et al. to encourage households to reduce food waste. We tested the application's acceptance using the modified TAM model and analyzed the data using content analysis. Our findings provide insights into the potential of gamification to address FLW in Indonesia and contribute to environmental sustainability.
利用游戏化和移动应用程序减少粮食损失和浪费:以印度尼西亚为例
粮食损失和浪费(FLW)是一个重大的全球性问题,印度尼西亚已被确定为世界上造成这一问题的第二大国家。该组织的研究表明,印度尼西亚的垃圾,特别是食物垃圾,每年都在增加,家庭部门是主要来源。作为回应,我们借鉴Cechetti等人的案例研究,为FLW开发了一个游戏化移动应用程序,以鼓励家庭减少食物浪费。我们使用修改后的TAM模型测试应用程序的接受度,并使用内容分析分析数据。我们的研究结果为游戏化在印度尼西亚解决FLW问题和促进环境可持续性方面的潜力提供了见解。
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