Preprint Article Version 1 Preserved in Portico This version is not peer-reviewed

Eco-Gamification Platform to Promote Consumers’ Engagement in the Textile and Clothing Circular Value Chain

Version 1 : Received: 7 February 2023 / Approved: 9 February 2023 / Online: 9 February 2023 (01:24:56 CET)

A peer-reviewed article of this Preprint also exists.

Alves, L.; Faria, P.M.; Cruz, E.F.; Lopes, S.I.; Rosado da Cruz, A.M. Eco-Gamification Platform to Promote Consumers’ Engagement in the Textile and Clothing Circular Value Chain. Sustainability 2023, 15, 5398. Alves, L.; Faria, P.M.; Cruz, E.F.; Lopes, S.I.; Rosado da Cruz, A.M. Eco-Gamification Platform to Promote Consumers’ Engagement in the Textile and Clothing Circular Value Chain. Sustainability 2023, 15, 5398.

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 and mitigate the effects of waste production, and consequently increase environmental sustainability. For that, the involvement of the final consumer is essential. And, the final consumer's use of an Eco-gamified application for registering and promoting Consumer-to-Consumer (C2C) and Consumer-to-Business (C2B) activities, which extends the life time of textile products, is of utmost importance. In this article, we survey gamification frameworks for analyzing system design level techniques that enable engaging 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. 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 C2B and C2C activities, from the circular value chain's business process, and benefit from a game-like experience. All model features have been mapped to 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.

Keywords

Circular Economy; Traceability; Sustainability; BPMN; Eco-Gamification; Textiles and Clothing Value Chain

Subject

Business, Economics and Management, Economics

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