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Fostering sustainable development goals through gamification

Published online by Cambridge University Press:  19 October 2023

Lorenzo Ligorio
Affiliation:
Department of Economic Sciences, University of Salento, Lecce, Italy
Andrea Venturelli*
Affiliation:
Department of Economic Sciences, University of Salento, Lecce, Italy
Pierfelice Rosato
Affiliation:
Department of Economics and Finance, University of Bari, Bari, Italy
Raffaele Campo
Affiliation:
Department of Economics and Finance, University of Bari, Bari, Italy
*
Corresponding author: Andrea Venturelli; Email: andrea.venturelli@unisalento.it
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Abstract

Modern challenges require modern solutions. The recent introduction of gamification in businesses’ organisational processes represents a change of route for managerial and accounting practices. In this context, the challenges addressed by the United Nations Agenda 2030 are still marginal and difficult to achieve for many businesses. Following the experience of an innovative small-medium enterprise named ‘AWorld’, this study aims to explore how gamification can be both a tool of contribution and accountability towards sustainable development goals. Specifically, by tracking the progress and offering rewards, gamification can provide a tangible incentive to motivate sustained engagement and behaviour change. A case study has been developed and insights collected and triangulated through an interview with the corporate president. Findings revealed how incorporating gamification in the small- and medium-sized enterprises context is a valuable way to promote sustainable development goals and foster a sense of communal responsibility towards sustainable behaviours among employees and external individuals.

Information

Type
Research Article
Copyright
© The Author(s), 2023. Published by Cambridge University Press in association with the Australian and New Zealand Academy of Management
Figure 0

Figure 1.The gamification framework.

Figure 1

Figure 2.Platform overview.

Source: https://aworld.org/
Figure 2

Table 1.Main stakeholders

Figure 3

Figure 3.Activity cycles.

Source: Our elaboration on information from https://aworld.org/
Figure 4

Figure 4.The ‘challenge’ feature of ‘AWorld’ app.

Source: https://aworld.org/features/
Figure 5

Figure 5.Modified pyramid of Huber and Röpke (2015).