Georgina Guillen
Biographic Data
| ID | 6628203 |
|---|---|
| NAME | Georgina Guillen |
| GIVEN NAMES | Georgina |
| FAMILY NAME | Guillen |
| SIGNATURE | GUILLÉN G |
| AFFILIATIONS | Tampere University |
| ORCID | 0000-0002-2462-0082 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2024 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Play, games, and gamification to support sustainability transitions
Transitioning towards more sustainable systems is crucial in an era where carbon emissions continue to rise and planetary boundaries have been exceeded. However, traditional methods for public engagement with institutionally, technically, and ecologically complex issues have shown limited results in motivating change. In response, play, games, and gamification promise to support sustainability transitions by engaging diverse stakeholders and prom…
The hurdles of saving the world
Purpose This study aims to increase our understanding of the value and ethical conflicts faced by sustainable consumption app (SCA) creators when applying gamification to support individual sustainability practices. The results include practical strategies and recommendations toward responsible innovation and sustainable human–computer interaction. Design/methodology/approach This study consists of semi-structured interviews with 21 SCA creators,…
Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators
Background Although gamified sustainable consumption apps (SCAs) have been on the rise, only a few have survived longer than two years. While most existing research focuses on how gamification contributes to engagement and the formation of more sustainable consumption habits, there is little about how their survival is secured. Intervention’s Purpose Twenty-one SCA creators shared their considerations and experiences managing SCAs, providing valu…
No prominent works on this page.
Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators
Background Although gamified sustainable consumption apps (SCAs) have been on the rise, only a few have survived longer than two years. While most existing research focuses on how gamification contributes to engagement and the formation of more sustainable consumption habits, there is little about how their survival is secured. Intervention’s Purpose Twenty-one SCA creators shared their considerations and experiences managing SCAs, providing valu…
Play, games, and gamification to support sustainability transitions
Transitioning towards more sustainable systems is crucial in an era where carbon emissions continue to rise and planetary boundaries have been exceeded. However, traditional methods for public engagement with institutionally, technically, and ecologically complex issues have shown limited results in motivating change. In response, play, games, and gamification promise to support sustainability transitions by engaging diverse stakeholders and prom…
The hurdles of saving the world
Purpose This study aims to increase our understanding of the value and ethical conflicts faced by sustainable consumption app (SCA) creators when applying gamification to support individual sustainability practices. The results include practical strategies and recommendations toward responsible innovation and sustainable human–computer interaction. Design/methodology/approach This study consists of semi-structured interviews with 21 SCA creators,…
Sustainability (3 works) · Educational Games and Gamification (2 works) · Political science (2 works) · Psychology (2 works) · Sociology (2 works) · Agency (philosophy (1 work) · Computer Science (1 work) · Consumption (sociology (1 work) · Digital Games and Media (1 work) · Ecology (1 work)