2023
DOI: 10.3390/su15065398
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Eco-Gamification Platform to Promote Consumers’ Engagement in the Textile and Clothing Circular Value Chain

Abstract: 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 suppor… Show more

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Cited by 10 publications
(3 citation statements)
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“…This comes from Chou's claim that the models' constructs (referred to as the 8 core drives), are back of all human motivated behaviours. Its use across diverse sectors including education [170], [171], healthcare [172], [173], human resource [174] and business [175], [176] demonstrates its versatility and broad appeal [177], [178]. In addition to these, other notable frameworks like Nicholson's RECIPE [32] and Lander's SPIRAL [65] add richness to the strategies for gamification design, enhancing their practical applicability beyond mere extrinsic motivators.…”
Section: A Sure Foundation; Intentionally Gamifiedmentioning
confidence: 99%
“…This comes from Chou's claim that the models' constructs (referred to as the 8 core drives), are back of all human motivated behaviours. Its use across diverse sectors including education [170], [171], healthcare [172], [173], human resource [174] and business [175], [176] demonstrates its versatility and broad appeal [177], [178]. In addition to these, other notable frameworks like Nicholson's RECIPE [32] and Lander's SPIRAL [65] add richness to the strategies for gamification design, enhancing their practical applicability beyond mere extrinsic motivators.…”
Section: A Sure Foundation; Intentionally Gamifiedmentioning
confidence: 99%
“…On the one hand, the textile industries use toxic chemicals at various stages, such as sizing, softening, desizing, polishing, and finishing agents [13][14][15][16]. These processes are followed by wastewater containing caustic, ammonia, sulfur, lead, heavy metals, and other toxic substances [10,17,18]. Based on these problems, industrial companies need to implement appropriate methods to reduce or eliminate the pollution produced by this industry, one of them being the beginning of the supply chain, which refers to procuring raw materials from suppliers that market environmentally friendly products [19,20].…”
Section: Introductionmentioning
confidence: 99%
“…Indeed, by leveraging marketing strategies, businesses can promote the purchase of products, engaging more consumers and ensuring more market share through gamification processes and applications [15]. According to the marketing viewpoint, gamification is helpful in changing attitudes and behaviours fostering value creation for companies [16,17]. Indeed, it is able to use stimuli and gamified elements (such as rewards and badges) that are properly designed with the help of innovative technologies (e.g., virtual and augmented reality) to motivate consumers to follow rules As emerges from this analysis, the extant literature reviews on gamification are focused on systematising the theoretical foundation of gamification, consumer behaviours during the implementation of gamification strategies, impacts of gamification on learning, benefits from gamification adoption, the game design mechanism and features, the conceptualisation of gamification in the service field and related functions.…”
Section: Introductionmentioning
confidence: 99%