Submitted:
29 July 2025
Posted:
29 July 2025
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Abstract
This paper explores how mobile applications can foster sustainable behaviors and raise environmental awareness by analyzing the design and impact of 54 sustainability-focused apps from the Google Play Store. It categorizes the apps based on user interaction, environmental goals, and the availability of reviews. Of these, 21 apps with user feedback were further analyzed using natural language processing. Sentiment analysis with the VADER model gauged user satisfaction, while Latent Dirichlet Allocation (LDA) revealed key discussion topics. The study finds that app success is driven not just by informative content or gamification, but by motivational features that link sustainability goals to users’ daily routines. Users value simple interfaces, reliable performance, and ethical considerations. The research highlights three underrepresented but critical design elements: inclusivity, affordability, and transparency, which play a major role in building user trust and long-term engagement. Practical recommendations are offered to help developers create ethical, user-centered, and context-sensitive sustainability apps. Ultimately, the thesis advances the field of digital sustainability by connecting app design strategies with user expectations, emphasizing the role of mobile technology in encouraging sustainable living.
Keywords:
1. Introduction
2. Literature Review
2.1. Integrating Sustainability into Mobile Applications
2.2. Gamification as a Catalyst for Sustainable Behavior
2.3. Current Evaluation Criteria for Mobile Apps
3. Exploring Design Principles for Sustainable Mobile Applications
3.1. Minimizing Environmental Impact through User Experience
3.2. Balancing Engagement and Sustainability
3.3. Behavior Change Design Techniques Beyond Gamification
3.4. Green IT and Sustainable Development Practices
3.5. Ethics and Inclusivity
3.6. Green Design Trends in Practice
4. Methodology
4.1. Platform and Search Strategy
4.2. Application Selection Criteria
4.3. Observations and Exclusions
4.4. Keyword Electiveness and Relevance
4.5. Categorization by User Interaciton Strategy
4.6. Categorization by Review Availability
4.7. Categorization by Thematic Focus
4.8. Sentiment Analysis of User Reviews
4.8. Topic Modeling of User Reviews
4.9. Data Collection and Review Preparation
4.10. Preprocessing for Topic Modeling
4.10. LDA Modeling Implementation
4.11. Integrating Topic Modeling in the Broader Analysis
- First, the number of reviews used, although filtered for quality and language consistency, remains modest because not all sustainability apps receive substantial public feedback. Thus, the findings may not be generalizable, but they still provide valuable qualitative insights into the recurring themes among users who utilize these apps.
- Second, stemming and stop word removal—while improving model efficiency—may sometimes lead to the loss of contextual nuance, particularly in short user reviews. Nevertheless, these steps were necessary to enhance model performance, considering the unstructured and frequently disorganized nature of app store language.
5. Results
5.1. App Categorization
5.2. Sentiment Analysis Overview
5.3. Topic Modeling Overview
6. Discussion
6.1. Insights from App Categorization
6.2. Insights from Topic Modeling
6.3. Design Guidelines Informed by User Feedback and App Patterns
7. Conclusions
Appendix A
Appendix A.1
| Category | Short Description | Relevant SDGs |
|---|---|---|
| Environmental Awareness and Education | Raises awareness and educates through news, games, or missions. | SDG 4 (Quality Education), SDG 13 (Climate Action) |
| Carbon Footprint Tracking and Climate Action | Helps track, reduce, or offset carbon emissions | SDG 13 (Climate Action), SDG 12 (Responsible Consumption) |
| Sustainable Consumption and Product Transparency | Guides ethical choices with brand ratings and certifications. | SDG 12 (Responsible Consumption), SDG 8 (Decent Work and Economic Growth) |
| Sustainable Lifestyle and Habit Building | Encourages eco-friendly habits via tips and challenges | SDG 12 (Responsible Consumption), SDG 3 (Good Health and Well-being) |
| Sustainable Mobility and Transport | Promotes low-carbon travel with gamified incentives | SDG 11 (Sustainable Cities), SDG 13 (Climate Action) |
| Food Sustainability and Waste Reduction | Supports sustainable eating and food waste reduction. | SDG 2 (Zero Hunger), SDG 12 (Responsible Consumption), SDG 13 (Clima Action) |
| Circular Economy and Recycling | Motivates recycling and reuse through rewards and education. | SDG 12 (Responsible Consumption), SDG 9 (Industry, Innovation and |
| Green Finance and Business Sustainability | Focuses on ethical investing and green business strategies. | SDG 9 (Industry and Innovation), SDG 8 (Decent Work), SDG 13 (Climate Action) |
| Community Engagement and Social Platforms | Builds communities around shared environmental action. | SDG 17 (Partnerships), SDG 11 (Sustainable Cities), SDG 13 (Climate Action) |
Appendix A.2
| App Name | Gamified | Informative | Reviews | Thematic Focus |
|---|---|---|---|---|
| Green the Planet / 2 | Yes | Yes | Yes | Environmental Awareness and Education (4, 13) |
| Earth Hero: Climate Change | Yes | Yes | Yes | Environmental Awareness and Education (4, 13) |
| Go Green Challenge | Yes | Yes | Yes | Sustainable Lifestyle and Habit Building (12, 3) |
| Green Point: Food & Cosmetics | Yes | Yes | No | Circular Economy and Recycling (12, 9) |
| My Green City | Yes | No | No | Environmental Awareness and Education (4, 13) |
| Green Money | Yes | Yes | No | Green Finance and Business Sustainability (9, 8, 13) |
| Ganddee | Yes | Yes | No | Community Engagement and Social Platforms (17, 11, 13) |
| Earth5R | Yes | Yes | Yes | Sustainable Consumption and Product Transparency (12, 8) |
| Continues… |
Appendix A.3
| User Interaction Type | App Count | Percentage (%) |
| Gamified | 7 | 12.96% |
| Informative | 17 | 31.48% |
| Both gamified and informative | 30 | 55.56% |
| Total (User Interaction Type) | 54 | 100% |
| App Review Availability | App Count | Percentage (%) |
| Apps with reviews Apps with no reviews |
21 33 |
38.89% 61.11% |
| Total (User Interaction Type) | 54 | 100% |
| Thematic Focus | App Count | Percentage (%) |
| Environmental Awareness and Education | 11 | 20.37% |
| Carbon Footprint Tracking and Climate Action | 13 | 24.07% |
| Sustainable Consumption and Product Transparency | 10 | 18.52% |
| Sustainable Lifestyle and Habit Building Sustainable | 8 | 14.81% |
| Mobility and Transport | 2 | 3.70% |
| Food Sustainability and Waste Reduction | 4 | 7.41% |
| Circular Economy and Recycling | 5 | 9.26% |
| Green Finance and Business Sustainability | 2 | 3.70% |
| Community Engagement and Social Platforms | 5 | 9.26% |
| Total (User Interaction Type) | 54 | 100% |
Appendix B
Appendix B.1

Appendix B.2.

Appendix B.3

Appendix B.4

Appendix B.5

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