0
Article ? AI-assigned paper type based on the abstract. Classification may not be perfect — flag errors using the feedback button. Tier 2 ? Original research — experimental, observational, or case-control study. Direct primary evidence. Environmental Sources Policy & Risk Sign in to save

Eco-Gamification Platform to Promote Consumers’ Engagement in the Textile and Clothing Circular Value Chain

Preprints.org 2023 5 citations ? Citation count from OpenAlex, updated daily. May differ slightly from the publisher's own count. Score: 35 ? 0–100 AI score estimating relevance to the microplastics field. Papers below 30 are filtered from public browse.
Luís Alves, Luís Alves, Pedro Miguel Faria, Pedro Miguel Faria, Estrela Ferreira Cruz, Estrela Ferreira Cruz, Sérgio Ivan Lopes, Sérgio Ivan Lopes, António Miguel Rosado da Cruz António Miguel Rosado da Cruz

Summary

Researchers surveyed eco-gamification frameworks and analyzed their application to a proposed platform designed to engage textile and clothing consumers in circular economy behaviors such as consumer-to-consumer and consumer-to-business product exchange, aiming to extend product lifetimes and reduce the textile sector's substantial environmental footprint.

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 and mitigate the effects of waste production, and consequently increase environmental sustainability. 
 For that, the involvement of the final consumer is essential. And, the final consumer's use of an Eco-gamified application for registering and promoting Consumer-to-Consumer (C2C) and Consumer-to-Business (C2B) activities, which extends the life time of textile products, is of utmost importance. 
 In this article, we survey gamification frameworks for analyzing system design level techniques that enable engaging 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. 
 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 C2B and C2C activities, from the circular value chain's business process, and benefit from a game-like experience. 
 All model features have been mapped to 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.

Sign in to start a discussion.

Share this paper