Loading...
Thumbnail Image
Item

The Gamification of Recycling Behaviour

Abstract
The purpose of this study was to determine whether gamification of a public recycling receptacle would increase recycling rates. I reviewed research gamification, behavioural science, Human Computer Interactions, and eco-feedback, to inform my experimental design. The study consisted of an AB control-series experiment. In Phase A, I collected baseline data by monitoring four target bins for the weight, volume, and number of items of recyclables. In Phase B I installed the Recycling Arcade, a gamified recycling bin lid, at one site. I then collected data in the same way as the baseline phase and monitored any changes in recycling rates. Graphical analysis showed variable data on recycling rates, demonstrating no clear trends of whether recycling was increasing or decreasing. The results of a Two-Way repeated-measure ANOVA analysis found no interaction effect between bin type and game phase and a small effect size was also reported, showing that there was no effect of the game on recycling rates. The statistical and graphical analysis of the results underscore the complexity of this type of intervention, highlighting technical issues and the need for design improvements, and collaborations with game designers and Human Computer Interaction academics, for future research into this innovative and experimental area.
Type
Thesis
Type of thesis
Series
Citation
Janson, M. (2016). The Gamification of Recycling Behaviour (Thesis, Master of Applied Psychology (MAppPsy)). University of Waikato, Hamilton, New Zealand. Retrieved from https://hdl.handle.net/10289/10875
Date
2016
Publisher
University of Waikato
Rights
All items in Research Commons are provided for private study and research purposes and are protected by copyright with all rights reserved unless otherwise indicated.