快乐回收:利用游戏化和感官刺激来增强回收体验

Miralem Helmefalk, Joacim Rosenlund
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引用次数: 2

摘要

引言:回收通常不被认为是一种享乐、乐趣或体验。虽然以前的研究强调了功能属性和解决方案的重要性,以改善垃圾箱中的废物回收,但回收作为一种经验的潜力尚未得到彻底的探索。目的:本研究运用游戏化、环境心理学和感官营销学的观点,为享乐回收提供新的视角。方法:采用焦点小组设计,探讨经验线索如何影响垃圾箱回收时的认知、情绪和行为。采用了四次焦点小组讨论,并对其进行了专题分析。结果:研究结果表明,虽然功利属性对参与者来说是最关键的,但有一些解决方案可以通过经验修改以不干扰废物分类过程。这些修改包括数字反馈和个人对环境影响的信息。讨论了其他感官和游戏化的修改,并考虑了它们对情绪和行为的潜在影响。结论:我们开发了一个新的概念框架,将游戏化机制和感官线索作为体验线索结合起来。这个框架被用来探索各种不同的反应。该模型表明了回收与经验线索之间的潜在关系,可以进行实证研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Hedonic recycling: Using gamification and sensory stimuli to enhance the recycling experience
INTRODUCTION: Recycling is not commonly perceived as hedonic, fun or experiential. While previous studies have emphasised the importance of functional attributes and solutions for improving waste recycling in bins, the potential for recycling as an experience has not been explored thoroughly. OBJECTIVES: This study employs the perspective of gamification, environmental psychology and sensory marketing to provide new perspectives on hedonic recycling. METHODS: A focus group design was used to explore how experiential cues may influence cognition, emotion and behaviour when recycling waste in bins. Four focus group discussions were employed and analysed thematically. RESULTS: Findings show that while utilitarian attributes were most critical for participants, there are solutions that can be experientially modified to not disturb the waste separation process. These modifications include digital feedback and information of one’s impact on the environment. Other sensory and gamified modifications were discussed with their potential effects on emotion and behaviour in mind. CONCLUSION: A new conceptual framework was developed, which combined mechanics from gamification and sensory cues as experiential cues. This framework was used to explore various different responses. The model indicates potential relationships between recycling and experiential cues that can be empirically investigated.
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