Playing to Save the Planet
A Case Study of Meaningful Gamification in a Climate‐Action Community
Bibliographic Data
| ID | 22418308 |
|---|---|
| Authors | Gennaro Maione (0000-0002-9167-6369, Department of Human Sciences and Quality of Life Promotion San Raffaele Roma University Rome Italy, corresponding author), Alba Maria Gallo (0009-0007-1987-5252, University Giustino Fortunato Benevento Italy), Orlando Troisi (0000-0002-4420-0130, Department of Political Science and Communication University of Salerno Fisciano Italy) |
| Year | 2026 |
| Publication date | 2026-05-10 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Business Strategy and the Environment (JOURNAL) |
| Journal identifiers | ISSN: 0964-4733 • E-ISSN: 1099-0836 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1002/bse.70965 |
| OpenAlex | W7160876272 |
| Language | EN |
| References cited | 49 |
This study examines how meaningful gamification may support proenvironmental engagement within a sustainability‐oriented digital community by integrating Self‐Determination Theory (SDT) with the RECIPE framework. We conduct an overt, multisource netnography of the GreenApes platform, combining participant observation, interviews, and analysis of user‐generated content with iterative coding and hermeneutic interpretation. Within this case, findings suggest that autonomy flourishes via optional missions and cocreation; competence grows through knowledge‐based challenges and timely feedback; relatedness strengthens within hospitable social spaces. Rewards operate as value‐screened scaffolds and donation pipelines heighten moral salience, whereas punitive leaderboards hinder retention; cooperative milestones sustain belonging. We advance a midrange framework that links design levers to basic‐need support and patterns consistent with movement toward more autonomous regulation, offering actionable guidance for scholars, managers, and public agencies engaged in climate change mitigation. Given the single‐case design, a 4‐month observation window, and interviews concentrated among highly active users, the framework is advanced as analytical propositions with transferability potential rather than population‐level estimates of long‐term effects.
Autonomy · Community engagement · Donation · Incentive · Netnography · Punitive damages · Transferability · Voting · Educational Games and Gamification · Innovation, Sustainability, Human-Machine Systems · Innovative Human-Technology Interaction
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Netnography
From game design elements to gamefulness
Intrinsic and extrinsic motivation from a self-determination theory perspective
The Discovery of Grounded Theory
Revealing the theoretical basis of gamification
Environmental sustainability gamification
What drives attitude, purchase intention and consumer buying behavior toward organic food? A self-determination theory and theory of planned behavior perspective
Serious Games and Gamification in the Corporate Training Environment
Gamification for climate change engagement
Gaming for Earth
Exploring the antecedents of local governments' sustainability disclosure
Sustainable developments, renewable energy, and economic growth in C anada
Naturalistic inquiry
| Highly cited | No |
|---|