Abstract
The world is faced with a growing problem of the overconsumption of fashion. The UK Parliament Environmental Audit Committee highlights that current model is untenable in the long term and that there is an urge for alternative fashion business models [1]. At the same time customers have vast ability to impact the fashion market. However, it is not an easy task to consume clothes in a sustainable way and it requires extra effort. This makes it crucial to recognize digital space and its potential to facilitate more Sustainable Fashion Consumption (SFC). Thus, with a growing usage of technology in people’s everyday lives the idea of gamified social application (GSA) to influence consumer behaviour is researched in the context of SFC.
The literature review on sustainable fashion and gamification was undertaken to explore the subject and to develop appropriate research questions. Taking into consideration the complexity of SFC it was required to look into various academic areas such as psychology, sociology, macro marketing and economics, in order to discover ways to change fashion consumption through different game elements. The primary data is based on mixed research methods. It includes both qualitative and quantitative research. The prospective method for disclosing complexity of the subject was the comprehensive answers to qualitative interviews. The examination of the collected data suggests that well-designed GSA has the potential to foster SFC. In addition, gamification could be a useful tool in raising awareness through positive reinforcement about the consequences of fashion overconsumption.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
UK Parliament: House of Commons Environmental Audit Committee. Fixing fashion: clothing consumption and sustainability: Fashion: it shouldn’t cost the earth, HC1952, February 2019 (2019)
Patel, K.: All the World’s a Game, and Brands Want to Play Along. Advertising Age (2010)
Werbach, K., Hunter, D.: For The Win. Wharton Digital Press, Philadelphia (2012)
Zichermann, G., Linder, J.: Game-Based Marketing. Wiley, Hoboken (2010)
Black, S.: The Handbook. Thames & Hudson, New York (2013)
Belk, R.W.: Possessions and the extended self. J. Consum. Res. 15, 139–168 (1988)
Bardhi, F., Eckhardt, G.M.: Access-based consumption: the case of car sharing: table 1. J. Consum. Res. 39(4), 881–898 (2012)
Chen, Y.: Possession and access: consumer desires and value perceptions regarding contemporary art collection and exhibit visits. J. Consum. Res. 35, 925–940 (2009)
Morgan, L.R., Birtwistle, G.: An investigation of young fashion consumers ‘Disposal Habbits’. Int. J. Consum. Stud. 33(2), 190–198 (2009)
Ha-Brookshire, J.E., Hodges, N.: Socially responsible consumer behaviour? Exploring used clothing donation behaviour. Cloth. Text. Res. J. 27(3), 179–196 (2008)
Giddens, A.: Modernity and Self-Identity. Stanford University Press, Stanford (1991)
Sheldon, K.M., Kasser, T.: Getting older, getting better: personal strivings and psychological maturity across the life span. Dev. Psychol. 37, 491–501 (2001)
Babin, B.J., Darden, W.R., Griffin, M.: Work and/or fun: measuring hedonic and utilitarian shopping value. J. Consum. Res. 20, 644–654 (1994)
Gam, J.H.: Are fashion! conscious consumers more likely to adopt eco! friendly clothing? J. Fash. Mark. Manag. Int. J. 15(2), 178–193 (2011)
Kollmuss, A., Agyeman, J.: Mind The gap: why do people act environmentally and what are the barriers to pro-environmental behaviour? Env. Educ. Res. 8(3), 239–260 (2002)
Academic.mintel.com. Fashion Online – UK (2014)
Cialdini, R.B.: Crafting normative messages to protect the environment. Curr. Dir. Psychol. Sci. 12(4), 105–109 (2003)
Radoff, J.: Game On. Energize Your Business with Social Media Games. Wiley, New York (2011)
Werbach, K., Hunter, D.: The Gamification Toolkit: Dynamics, Mechanics, and Components for the Win. Wharton Digital Press, Philadelphia (2015)
The Entertainment Software Association. Industry Facts - The Entertainment Software Association (2015)
Kim, A.J.: Community Building on the Web. Peachpit Press, Berkeley (2000)
Fogg, B.J.: BJ Fogg’s Behaviour Model (2014). http://behaviourmodel.org/
Eyal, N.: Hooked: How to Build Habit-Forming Products (2014)
Bagozzi, R.P., Dholakia, U.: Intentional social action in virtual communities. J. Interact. Mark. 16(2), 2–21 (2002)
Nysveen, H., Pedersen, P.E., Thorbjrnsen, H.: Intentions to use mobile services: antecedents and cross-service comparisons. J. Acad. Mark. Sci. 33(3), 330–346 (2005)
Lazzaro, N.: Why we play: affect and the fun of games. In: Sears, A., Jacko, J.A. (eds.) Human-Computer Interaction, pp. 155–176. CRC Press, Boca Raton (2009)
McGonigal, J.: Reality Is Broken. Penguin Press, New York (2011)
Csikszentmihalyi, M.: Flow. Harper & Row, New York (1990)
Moon, J.W., Kim, Y.G.: Extending the TAM for a world-wide-web context. Inf. Manag. 38(4), 217–230 (2001)
Hsu, C.L., Lu, H.P.: Why do people play online games? An extended TAM with social influences and flow. Exp. Inf. Manag. 41(7), 853–868 (2004)
Bagozzi, R.P., Dholakia, U.M.: Antecedents and purchase consequences of customer participation in small group brand communities. Int. J. Res. Mark. 23(1), 45–61 (2006)
Ajzen, I.: The theory of planned behaviour. Organ. Behav. Hum. Decis. Process. 50(2), 179–211 (1991)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Waydel-Bendyk, M. (2020). Evaluating Potential of Gamification to Facilitate Sustainable Fashion Consumption. In: Nah, FH., Siau, K. (eds) HCI in Business, Government and Organizations. HCII 2020. Lecture Notes in Computer Science(), vol 12204. Springer, Cham. https://doi.org/10.1007/978-3-030-50341-3_16
Download citation
DOI: https://doi.org/10.1007/978-3-030-50341-3_16
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-50340-6
Online ISBN: 978-3-030-50341-3
eBook Packages: Computer ScienceComputer Science (R0)