Eco-gamification platform to promote consumers engagement in the textile and clothing circular value chain

Detalhes bibliográficos
Autor(a) principal: Alves, Lu?s
Data de Publicação: 2023
Outros Autores: Faria, Pedro Miguel, Cruz, Estrela Ferreira, Lopes, S?rgio Ivan, Cruz, Ant?nio Miguel
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/20.500.11960/3877
Resumo: The textile and clothing (T&C) value chain is one of the most polluting in the world and one that produces the most waste. It is, therefore, important to encourage the circular economy (CE) model in this sector to reduce pollution, mitigate the effects of waste production, and, consequently, increase environmental sustainability. Leveraging end-consumer engagement in a CE mindset in the T&C sector is crucial, as they are the last player in a typical linear value chain. Therefore, a platform that supports and promotes sustainable tasks to manage one?s fashion products, through the use of gamification techniques, can be of utmost importance. In this article, we identify impactful carbon footprint consumer actions and solutions for the T&C consumer phase. After that, we survey gamification frameworks for analyzing techniques, at the system design level, which enable the engagement of the final consumer in the CE process. Then, we select and use one of such frameworks, Gameful Design Heuristics (GDH), for defining the gamification structure needed to implement on a business-to-consumer-to-consumer (B2C2C) context of a circular economy process, linking it to the aforementioned actions and solutions. As result, we present a B2C2C circular business process model for the T&C value chain and propose the design model of a gamified platform for the final consumers, which allows them to register the consumer-to-business (C2B) and consumer-to-consumer (C2C) activities, from the circular value chain?s business process, and benefit from a game-like experience. All the model features have been mapped to the GDH framework heuristics, validating that it is possible to support a set of defined heuristics of applied gamification for promoting CE in the T&C value chain.
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spelling Eco-gamification platform to promote consumers engagement in the textile and clothing circular value chainCircular economyTraceabilitySustainabilityBPMNEco-gamificationTextilesClothing value chainThe textile and clothing (T&C) value chain is one of the most polluting in the world and one that produces the most waste. It is, therefore, important to encourage the circular economy (CE) model in this sector to reduce pollution, mitigate the effects of waste production, and, consequently, increase environmental sustainability. Leveraging end-consumer engagement in a CE mindset in the T&C sector is crucial, as they are the last player in a typical linear value chain. Therefore, a platform that supports and promotes sustainable tasks to manage one?s fashion products, through the use of gamification techniques, can be of utmost importance. In this article, we identify impactful carbon footprint consumer actions and solutions for the T&C consumer phase. After that, we survey gamification frameworks for analyzing techniques, at the system design level, which enable the engagement of the final consumer in the CE process. Then, we select and use one of such frameworks, Gameful Design Heuristics (GDH), for defining the gamification structure needed to implement on a business-to-consumer-to-consumer (B2C2C) context of a circular economy process, linking it to the aforementioned actions and solutions. As result, we present a B2C2C circular business process model for the T&C value chain and propose the design model of a gamified platform for the final consumers, which allows them to register the consumer-to-business (C2B) and consumer-to-consumer (C2C) activities, from the circular value chain?s business process, and benefit from a game-like experience. All the model features have been mapped to the GDH framework heuristics, validating that it is possible to support a set of defined heuristics of applied gamification for promoting CE in the T&C value chain.2024-01-22T18:48:40Z2023-03-17T00:00:00Z2023-03-172024-01-22T17:40:57Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/20.500.11960/3877eng2071-105010.3390/su15065398Alves, Lu?sFaria, Pedro MiguelCruz, Estrela FerreiraLopes, S?rgio IvanCruz, Ant?nio Miguelinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-01-25T09:01:19Zoai:repositorio.ipvc.pt:20.500.11960/3877Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T01:57:02.796953Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Eco-gamification platform to promote consumers engagement in the textile and clothing circular value chain
title Eco-gamification platform to promote consumers engagement in the textile and clothing circular value chain
spellingShingle Eco-gamification platform to promote consumers engagement in the textile and clothing circular value chain
Alves, Lu?s
Circular economy
Traceability
Sustainability
BPMN
Eco-gamification
Textiles
Clothing value chain
title_short Eco-gamification platform to promote consumers engagement in the textile and clothing circular value chain
title_full Eco-gamification platform to promote consumers engagement in the textile and clothing circular value chain
title_fullStr Eco-gamification platform to promote consumers engagement in the textile and clothing circular value chain
title_full_unstemmed Eco-gamification platform to promote consumers engagement in the textile and clothing circular value chain
title_sort Eco-gamification platform to promote consumers engagement in the textile and clothing circular value chain
author Alves, Lu?s
author_facet Alves, Lu?s
Faria, Pedro Miguel
Cruz, Estrela Ferreira
Lopes, S?rgio Ivan
Cruz, Ant?nio Miguel
author_role author
author2 Faria, Pedro Miguel
Cruz, Estrela Ferreira
Lopes, S?rgio Ivan
Cruz, Ant?nio Miguel
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Alves, Lu?s
Faria, Pedro Miguel
Cruz, Estrela Ferreira
Lopes, S?rgio Ivan
Cruz, Ant?nio Miguel
dc.subject.por.fl_str_mv Circular economy
Traceability
Sustainability
BPMN
Eco-gamification
Textiles
Clothing value chain
topic Circular economy
Traceability
Sustainability
BPMN
Eco-gamification
Textiles
Clothing value chain
description The textile and clothing (T&C) value chain is one of the most polluting in the world and one that produces the most waste. It is, therefore, important to encourage the circular economy (CE) model in this sector to reduce pollution, mitigate the effects of waste production, and, consequently, increase environmental sustainability. Leveraging end-consumer engagement in a CE mindset in the T&C sector is crucial, as they are the last player in a typical linear value chain. Therefore, a platform that supports and promotes sustainable tasks to manage one?s fashion products, through the use of gamification techniques, can be of utmost importance. In this article, we identify impactful carbon footprint consumer actions and solutions for the T&C consumer phase. After that, we survey gamification frameworks for analyzing techniques, at the system design level, which enable the engagement of the final consumer in the CE process. Then, we select and use one of such frameworks, Gameful Design Heuristics (GDH), for defining the gamification structure needed to implement on a business-to-consumer-to-consumer (B2C2C) context of a circular economy process, linking it to the aforementioned actions and solutions. As result, we present a B2C2C circular business process model for the T&C value chain and propose the design model of a gamified platform for the final consumers, which allows them to register the consumer-to-business (C2B) and consumer-to-consumer (C2C) activities, from the circular value chain?s business process, and benefit from a game-like experience. All the model features have been mapped to the GDH framework heuristics, validating that it is possible to support a set of defined heuristics of applied gamification for promoting CE in the T&C value chain.
publishDate 2023
dc.date.none.fl_str_mv 2023-03-17T00:00:00Z
2023-03-17
2024-01-22T18:48:40Z
2024-01-22T17:40:57Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/20.500.11960/3877
url http://hdl.handle.net/20.500.11960/3877
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 2071-1050
10.3390/su15065398
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