Submitted:
28 March 2026
Posted:
31 March 2026
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Abstract
Keywords:
1. Introduction
2. Methodology
- Problem Identification and Motivation - As discussed in Section 1, in recent years, increasing awareness of the environmental impact of the fashion industry has driven the need for innovative solutions that encourage more sustainable consumer behaviour.
- Definition of Objectives - As described in Section 1, the main objective is to develop a digital artifact designed to promote environmentally responsible clothing consumption by actively engaging consumers in conscious decision-making. Additionally, the artifact will support wardrobe management by enabling the systematic collection and analysis of relevant data. This dual approach seeks not only to foster behavioural change but also to provide users with practical tools to better understand and optimize their clothing usage.
- Artifact Design and Development - For the design and creation of the artifact, a study of game history was carried out according to [11]. After that, the functional requirements were defined (Section 4.2) and the software models were created, as presented in Section 4.
- Demonstration - The demonstration consists of the preparation and implementation of the artifact, namely a gamified platform, as outlined in Section 5.
- Evaluation - The evaluation was conducted through a survey administered to a small group of users after they had used the platform for over one month, as presented in Section 6.
- Communication - Communication and dissemination of results is done through the publication of scientific articles. The findings from the first iteration were presented in [12] and the final results are presented in the current article.
3. Background Review
3.1. Previous Work
3.2. Circular Economy and Sustainability in T&C
3.3. Consumer Engagement
3.4. Gameful Design Heuristics
4. The EcoProve Platform
- Before purchasing, when the consumer makes a decision about what to buy. At this stage, the consumer can choose more sustainable products, that is, products that are more environmentally friendly or socially responsible.
- During the possession and use phase, consumers can act to extend the useful lifetime of the product by reusing garments as many times as possible. This also includes maintaining clothing through more environmentally friendly practices (e.g., washing at lower temperatures, air drying) and repairing garments when necessary in order to prolong their lifespan.
- After the useful lifetime, when the user no longer uses a garment, it can be donated, resold, or sent for recycling.
4.1. Gamification Elements
4.1.1. Scoring
- 1.
- Eco-Score - These points are used to calculate a garment and the user’s sustainability index. Eco-Score can be defined as an environmental score, or classification, that allows knowing and comparing the environmental impact of the products and of the user’s actions [12].
- 2.
- Sustainability Points (SP) - These points can be exchanged for vouchers or other benefits proposed by sponsors. The user can also increase eco-score points by playing educational games about environmental sustainability, integrated with the application.
- 3.
- Experience Points (XP) (or loyalty points) - These are points used to encourage the user to use the platform. These points increase whenever the user registers actions on the platform. The quantity of points decrease if the user does not use the application for more than a certain number of days.
- 4.
- EcoCoins - Points earned by participating in educational games integrated into the platform. These points can be used in the games themselves and to exchange for SP (and vice versa).
4.1.2. Badges/Medals
4.1.3. Digital Educational Games
4.2. Platform Use Case Model
- Management of the consumer account profile, as well as additional profiles created to manage, for example, children’s clothing or household linen;
- Registration of garments in the virtual wardrobe;
- Recording garment usage
- Registration of the cleaning maintenance actions (e.g., washing, drying, ironing);
- Recording repair or renovation actions performed on garments;
- Creation of sharing groups (public or private), where consumers can communicate with invited friends;
- Exchange or donation of garments within a group;
- Monitoring consumer progress, including XP (Experience Points), SP (Sustainability Points), EcoCoins, and Eco-Score, both by account and by profile;
- Exchanging points for real benefits, such as partner vouchers (e.g., zoo or cinema tickets, discounts on garments).
- Registering of validating the reception and the returning of a garment for maintenance and repairing services;
- Creating and promoting events or vouchers that can be exchanged for SP (Sustainability Points);
- Registering the reception of garments intended for recycling.
- Announcing and promoting events;
- Allowing event participation to be exchanged for points.
4.2.1. Relevant Concepts
- Wardrobe - Each Profile has a virtual Wardrobe to keep track of their clothes usage and management. In fact, An account has a unique wardrobe, which is filtered on each individual account’s profile.
- Profiles - Consumers can create multiple profiles within the same account. This feature facilitates the management of clothing belonging to different household members without requiring separate accounts. For example, a parent can manage their children’s clothing directly from their own account while keeping wardrobes separate. Another example is the management of household laundry. This separation is ensured through filters in the virtual wardrobe, allowing each profile to be managed independently. The platform also allows these profiles to be promoted to independent accounts. This action, initiated by the main profile, converts the selected profile into an autonomous account with full control over its wardrobe and platform functionalities. This feature supports simpler, more flexible, and user-centered management, making the platform accessible to different age groups and family contexts while ensuring scalability and long-term use.
- Groups - Created specifically for sharing clothing, two types of groups are supported: public and private. Any user may join and participate in public groups. Private groups, however, have restricted access and require an invitation from the group owner or an authorized member. Each group includes a hierarchical role structure managed by the owner, allowing different permission levels for members. Groups enable users to communicate, build communities, and request the sharing, exchange, or sale of garments. This functionality aligns with CE principles by encouraging garment reuse, extending product lifecycles, and fostering collaborative and sustainable communities.
- Basket - The basket feature was created to simplify and optimize clothing maintenance and management processes within the platform. Its goal is to reduce repetitive actions and improve the overall user experience, particularly in family contexts with multiple profiles or large wardrobes. Instead of managing garments individually, users can add multiple garments to the basket and perform a batch action, such as sending them for maintenance services (washing, ironing, repair, etc.) in a single operation. To ensure flexibility and control, individual garments within the basket can be excluded from the collective action by blocking them, preventing them from being affected by operations applied to the basket.
4.3. Proposed Platform’s Domain Model
4.4. Proposed Platform’s Architecture
- Proxy: The proxy component manages language translation and directs incoming requests backend services. It is developed with a programmable proxy called Pingora, which is based on the Rust framework. Also, a custom middleware has been put in place to dynamically translate the content of the response with the provided language.
- Auth Service: Serves as the root of trust in the system, it is responsible for authentication and authorization. It issues scoped tokens that allows secure access to the other services. This service is developed with Golang using the Fiber framework, to implement a RESTFUL API, thus aiming for a performance and leveraging speed.
- Core Service: The core service contains the main business logic of the backend architecture. It is developed using ASP.NET Core, a high performance, cross-platform framework for building web applications and APIs.
- Messaging Service: This service manages user notifications, public and private forums rooms, and real-time communication. It is developed in Elixir, leveraging the concurrency model of the Erlang VM. Also, it’s used The Phoenix framework that allows the development of APIs. With this framework enables the usage of Phoenix channels to support WebSocket-based real-time messaging, this is used to implemented features like conversation groups for garment exchanges.
- Gaming Service: This service manages the achievements, medals, and currency points such as Sustainability Points and Eco-Coins, thus controlling the gamification aspect of the application. It is develop using the web framework Ruby On Rails, leveraging the strengths of the language to implement a Rule Engine in conjunction with the saga events try to identity possible achievements.
- Choreographed SAGA Pattern: The system follows a choreographic SAGA pattern, using Kafka as a message broker to facilitate communication between services. Events are outsourced in order to all services communicate with each other.
-
Data Storage: The platform involves three different databases:
- PostgreSQL, is used for primary relational data store.
- MongoDB, a document-oriented NoSQL database, is used for dynamic and unstructured data, such as forum messages.
- Redis, an in-memory key-value, is used for session management and group attendance.
4.5. Implementation of Gameful Design Heuristics
| GDH Heuristic | How EcoProve Implements It | Feature Examples |
|---|---|---|
| ]2*CDH1. Clear & Immediate Feedback | Users instantly see results of actions. | Notifications pop-ups, Eco-Score updates. |
| ]2*CDH2. Actionable Feedback | Users know next possible actions. | Notifications suggesting repairs/donations. |
| CDH3. Graspable Progress | Clear sense of progress at all times. | Level bars, Eco-Score. |
| ]2*CDH4. Varied Challenges | Different sustainable tasks keep engagement high. | Missions: donate, repair, recycle, share. |
| CDH5. Varied Rewards | Rewards differ in type and value. | Mix of vouchers, experiences, coins. |
| CDH6. Innovation | Users can suggest improvements. | Feedback system. |
| ]2*CDH7. Disruption Control | Prevents cheating or gaming the system. | Automatic validation system. |
| GDH Heuristic | How EcoProve Implements It | Feature Examples |
|---|---|---|
| ]2*IMH1. Meaning | Actions contribute to sustainability and positive environmental impact. | Eco-Score linked to CO2 and water saved. |
| ]2*IMH2. Information & Reflection | Users can reflect on their impact over time. | Eco-Score. |
| ]4*IMH3. Increasing Challenge | As users progress, the system requires higher XP and more complex actions to reach the next level, ensuring sustained engagement. | Progressive XP requirements for leveling up. |
| IMH4. Onboarding | - | - |
| IMH5. Self-challenge | Complete achievements. | “Repair 5 garments” badge. |
| IMH6. Progressive Goals | Always shows next achievable goal. | Progress bars. |
| ]2*IMH7. Achievement | Celebrates accomplishments with recognition. | Badges/Medals, levels, XP, SP, Eco-Score, EcoCoins. |
| ]2*IMH8. Choice | Users decide what to do with garments. | Wardrobe: use, repair, maintenance actions, donate, recycle, exchange. |
| ]2*IMH9. Self-expression | Profiles reflect identity. | Customisable profiles, avatars, wardrobe organisation. |
| ]2*IMH10. Freedom | Experiment without harsh penalties. | Undo basket actions, test “what-if” scenarios. |
| IMH11. Social Interaction | Users connect with others. | Group chat, community feed. |
| ]2*IMH12. Social Cooperation | Users collaborate on goals. | Group donation drives, collective Eco-Score. |
| IMH13. Social Competition | Users compete through scores. | Group leaderboards. |
| ]2*IMH14. Fairness | Fair play ensured for new vs. experienced users. | Balanced leaderboards, group levels. |
| ]2*IMH15. Narrative | Sustainable fashion framed as a mission. | Storyline: “Save the planet through your wardrobe.” |
| ]2*IMH16. Perceived Fun | Experiences feel playful and enjoyable. | Engaging animations, gamified interactions. |
| GDH Heuristic | How EcoProve Implements It | Feature Examples |
|---|---|---|
| ]2*EMH1. Ownership | Users own digital wardrobes and profiles. | Wardrobe inventory, profiles. |
| ]2*EMH2. Rewards | Tangible incentives for sustainable actions. | Vouchers, gift cards, Badges/Medals, level, XP, SP, Eco-Score, EcoCoins. |
| EMH3. Virtual Economy | In-app exchanges and redemptions. | EcoCoin store, trade-in for benefits. |
| ]2*EMH4. Scarcity | Limited items or challenges create urgency. | Time-limited vouchers, rare badges/medals. |
| ]2*EMH5. Loss Avoidance | Fear of missing opportunities motivates. | Expiring challenges, countdown timers. |
5. The EcoProve Platform User Interface
5.1. Activity Scenario I—Create a Profile
5.2. Activity Scenario II—Repair Clothing at a Service Provider
5.3. Activity Scenario III—Create a Chat Group and Share a Garment
6. Platform Validation
6.1. Validation Strategy
6.2. Validation Results
6.2.1. Demographic and Socioeconomic Characterization
6.2.2. Initial Environmental Awareness
6.2.3. Post-Usage Environmental Awareness
7. Analysis and Discussion
8. Conclusion
Author Contributions
Funding
Informed Consent Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| API | Application Program Interface |
| CDH | Context-Dependent Heuristics |
| CE | Circular Economy |
| DPP | Digital Product Passport |
| EMH | Extrinsic Motivation Heuristics |
| GDH | Gameful Design Heuristics |
| IMH | Intrinsic Motivation Heuristics |
| SP | Sustainability Points |
| UI | User Interface |
| UML | Unified Modeling Language |
| XP | Experience Points |
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