“…Most of the literature highlighted the behavior change as a crucial advantage, where it is possible to motivate users to have a more sustainable behavior (Blohm & Leimeister, 2013;Bucher & Kreisler, 2020) and co-design Loizou et al, 2019). A gamification approach is able to satisfy needs, enforce autonomy and competence (Xi & Hamari, 2019), improve the service quality and loyalty (Pasca et al, 2020), increase the sustainability performance in terms of energy and water consumption (AlSkaif et al, 2018), reduce CO2 emissions, encourage social collaboration (Albertarelli et al, 2018), among other aspects. In contrast, there are several disadvantages to use gamification (Lister et al, 2014;Petridis et al, 2014), e.g., the overuse of physical rewards might cause that players focus on the rewards instead of having a sustainable behavior (Wells et al, 2014), causing the unbalanced situation of having high effort and low results in the process (Gangolells et al, 2020).…”