The textile and clothing industry sector has today a big environmental impact, not only due to the consumption of water and the use of toxic chemicals but also due to the increasing levels of textile waste. One way to reduce the problem is to circularise the, currently linear, textile and clothing value chain, by using discarded clothes as raw material for the production of new clothes, transforming it into a model of circular economy. This way, while reducing the need to produce new raw materials (e.g. cotton), the problem of textile waste produced is also reduced, thus contributing to a more sustainable industry. In this article, we review the current approaches for traceability in the textile and clothing value chain, and study a set of technologies we deem essential for promoting the circular economy in this value chain – namely, the blockchain technology – for registering activities on traceable items through the value chain, and the Internet of Things (IoT) technology, for easily identifying the traceable items’ digital twins.
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, mitigate the effects of waste production, and, consequently, increase environmental sustainability. Leveraging end-consumer engagement in a CE mindset in the T&C sector is crucial, as they are the last player in a typical linear value chain. Therefore, a platform that supports and promotes sustainable tasks to manage one’s fashion products, through the use of gamification techniques, can be of utmost importance. In this article, we identify impactful carbon footprint consumer actions and solutions for the T&C consumer phase. After that, we survey gamification frameworks for analyzing techniques, at the system design level, which enable the engagement of 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 process, linking it to the aforementioned actions and solutions. 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 consumer-to-business (C2B) and consumer-to-consumer (C2C) activities, from the circular value chain’s business process, and benefit from a game-like experience. All the model features have been mapped to the 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.
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