Good gamification is not just about games it's about the intrinsic core drives that motivate us
We have created a diary that allows users to measure their daily activity. This adds up real carbon savings, energy use, household cost and attaches points to activities. To make the savings real the game also includes a Carbon Calculator and real examples of energy saving achieved by, for example, recycling an aluminium can (around 200 watt hours) - this is then compared to household appliance energy use.
Users receive points for a variety of actions. These include activity within the dairy, reading articles, watching videos and doing quests. The scores boards can be viewed in multiple ways to ensure everyone always gets the chance to be top of their league or division. Users play as individuals, as a team and everyone also plays collectively to build up a Carbon Bank. This highlights that individuals can achieve great things and collectively they really can save the planet.
A key focus of the game is to make learning fun - and to encourage learning without making it feel onerous. The system is testing dynamic content provision that delivers the right content for the right learning ability so that it is ‘just hard enough’ but not so hard that it disengages. The majority of the learning is achieved by the Quests - these also contain quizzes and games based on the quest content.
There are multiple incentive within the app. Badges are a familiar mechanic within gamification systems and are earned based on quest completion. The Quests are learning activities. Users also collect points that enable them to play a game. In the test this is the ‘Island game’. Users must lower the sea-level in order to add to their sustainable Island. They do this by collecting points from their diary activity and from their learning activity. There are other games that include Carbon Capture. Any game can be added to the system.