Gamification and sustainable behaviour: A case study of China

Research output: Contributions to collected editions/worksChapterpeer-review

Standard

Gamification and sustainable behaviour: A case study of China. / Miao, Huang; Saleh, Mohamad Saifudin Mohamad; Zolkepli, Izzal Asnira.
Sustainability Communication across Asia: Fundamental Principles, Digital Strategies and Community Engagement. ed. / Mohamad Saifudin Mohamad Saleh; Nur Atikah A Rahman; Shaidatul Akma Adi Kasuma. Taylor and Francis Inc., 2022. p. 123-136.

Research output: Contributions to collected editions/worksChapterpeer-review

Harvard

Miao, H, Saleh, MSM & Zolkepli, IA 2022, Gamification and sustainable behaviour: A case study of China. in MSM Saleh, NAA Rahman & SAA Kasuma (eds), Sustainability Communication across Asia: Fundamental Principles, Digital Strategies and Community Engagement. Taylor and Francis Inc., pp. 123-136. https://doi.org/10.4324/9781003309642-9

APA

Miao, H., Saleh, M. S. M., & Zolkepli, I. A. (2022). Gamification and sustainable behaviour: A case study of China. In M. S. M. Saleh, N. A. A. Rahman, & S. A. A. Kasuma (Eds.), Sustainability Communication across Asia: Fundamental Principles, Digital Strategies and Community Engagement (pp. 123-136). Taylor and Francis Inc.. https://doi.org/10.4324/9781003309642-9

Vancouver

Miao H, Saleh MSM, Zolkepli IA. Gamification and sustainable behaviour: A case study of China. In Saleh MSM, Rahman NAA, Kasuma SAA, editors, Sustainability Communication across Asia: Fundamental Principles, Digital Strategies and Community Engagement. Taylor and Francis Inc. 2022. p. 123-136 doi: 10.4324/9781003309642-9

Bibtex

@inbook{0bdabada92954d7a9e67c800df1bf246,
title = "Gamification and sustainable behaviour: A case study of China",
abstract = "In order to address the environmental issues triggered by rapid economic development, China aims to achieve carbon neutrality by 2060. For this purpose, fintech companies such as Alipay have launched many sustainable mobile applications based on national conditions to promote sustainable behaviour by Chinese citizen. This chapter will explore certain sustainable issues and the need for sustainable mobile applications in China. Moreover, it will focus on the role of Alipay{\textquoteright}s game module, Ant Forest, which has quickly amassed a large number of users, with practical contributions delivered to environmental protection by Chinese society by planting trees. The gameplay offered by Ant Forest allows users to transform their sustainable behaviour into real trees. Thus, the meaningful engagement and diverse rewards constitute a gamification element of Ant Forest and finally make it the most successful sustainable application in China. This development will also be explained in this chapter.",
keywords = "Sustainability Governance",
author = "Huang Miao and Saleh, {Mohamad Saifudin Mohamad} and Zolkepli, {Izzal Asnira}",
year = "2022",
month = dec,
day = "29",
doi = "10.4324/9781003309642-9",
language = "English",
isbn = "9781032314198",
pages = "123--136",
editor = "Saleh, {Mohamad Saifudin Mohamad} and Rahman, {Nur Atikah A} and Kasuma, {Shaidatul Akma Adi }",
booktitle = "Sustainability Communication across Asia",
publisher = "Taylor and Francis Inc.",
address = "United States",

}

RIS

TY - CHAP

T1 - Gamification and sustainable behaviour

T2 - A case study of China

AU - Miao, Huang

AU - Saleh, Mohamad Saifudin Mohamad

AU - Zolkepli, Izzal Asnira

PY - 2022/12/29

Y1 - 2022/12/29

N2 - In order to address the environmental issues triggered by rapid economic development, China aims to achieve carbon neutrality by 2060. For this purpose, fintech companies such as Alipay have launched many sustainable mobile applications based on national conditions to promote sustainable behaviour by Chinese citizen. This chapter will explore certain sustainable issues and the need for sustainable mobile applications in China. Moreover, it will focus on the role of Alipay’s game module, Ant Forest, which has quickly amassed a large number of users, with practical contributions delivered to environmental protection by Chinese society by planting trees. The gameplay offered by Ant Forest allows users to transform their sustainable behaviour into real trees. Thus, the meaningful engagement and diverse rewards constitute a gamification element of Ant Forest and finally make it the most successful sustainable application in China. This development will also be explained in this chapter.

AB - In order to address the environmental issues triggered by rapid economic development, China aims to achieve carbon neutrality by 2060. For this purpose, fintech companies such as Alipay have launched many sustainable mobile applications based on national conditions to promote sustainable behaviour by Chinese citizen. This chapter will explore certain sustainable issues and the need for sustainable mobile applications in China. Moreover, it will focus on the role of Alipay’s game module, Ant Forest, which has quickly amassed a large number of users, with practical contributions delivered to environmental protection by Chinese society by planting trees. The gameplay offered by Ant Forest allows users to transform their sustainable behaviour into real trees. Thus, the meaningful engagement and diverse rewards constitute a gamification element of Ant Forest and finally make it the most successful sustainable application in China. This development will also be explained in this chapter.

KW - Sustainability Governance

UR - http://www.scopus.com/inward/record.url?scp=85143047919&partnerID=8YFLogxK

UR - https://www.mendeley.com/catalogue/7330379b-6286-323a-857a-ab25d1a74892/

U2 - 10.4324/9781003309642-9

DO - 10.4324/9781003309642-9

M3 - Chapter

AN - SCOPUS:85143047919

SN - 9781032314198

SP - 123

EP - 136

BT - Sustainability Communication across Asia

A2 - Saleh, Mohamad Saifudin Mohamad

A2 - Rahman, Nur Atikah A

A2 - Kasuma, Shaidatul Akma Adi

PB - Taylor and Francis Inc.

ER -

DOI