Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.11960/3877
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dc.contributor.authorAlves, Luís-
dc.contributor.authorFaria, Pedro Miguel-
dc.contributor.authorCruz, Estrela Ferreira-
dc.contributor.authorLopes, Sérgio Ivan-
dc.contributor.authorCruz, António Miguel-
dc.date.accessioned2024-01-22T18:48:40Z-
dc.date.available2024-01-22T18:48:40Z-
dc.date.issued2023-03-17-
dc.identifier.citationAlves, L., Faria, P. M., Cruz, E. F., Lopes, S. I., & Cruz, A. M. R. (2023). Eco-gamification platform to promote consumers engagement in the textile and clothing circular value chain. Sustainability, 15(6), Artigo e5398. hhtps://doi.org/10.3390/su15065398pt_PT
dc.identifier.issn2071-1050-
dc.identifier.urihttp://hdl.handle.net/20.500.11960/3877-
dc.description.abstractThe 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, mitigate the effects of waste production, and, consequently, increase environmental sustainability. Leveraging end-consumer engagement in a CE mindset in the T&C sector is crucial, as they are the last player in a typical linear value chain. Therefore, a platform that supports and promotes sustainable tasks to manage one’s fashion products, through the use of gamification techniques, can be of utmost importance. In this article, we identify impactful carbon footprint consumer actions and solutions for the T&C consumer phase. After that, we survey gamification frameworks for analyzing techniques, at the system design level, which enable the engagement of 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 process, linking it to the aforementioned actions and solutions. 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 consumer-to-business (C2B) and consumer-to-consumer (C2C) activities, from the circular value chain’s business process, and benefit from a game-like experience. All the model features have been mapped to the 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.pt_PT
dc.language.isoengpt_PT
dc.relationPOCI-01-0247-FEDER-046086pt_PT
dc.rightsopenAccesspt_PT
dc.subjectCircular economypt_PT
dc.subjectTraceabilitypt_PT
dc.subjectSustainabilitypt_PT
dc.subjectBPMNpt_PT
dc.subjectEco-gamificationpt_PT
dc.subjectTextilespt_PT
dc.subjectClothing value chainpt_PT
dc.titleEco-gamification platform to promote consumers engagement in the textile and clothing circular value chainpt_PT
dc.typearticlept_PT
dc.date.updated2024-01-22T17:40:57Z-
dc.description.version1B13-0D51-D4CD | Pedro Miguel Faria-
dc.description.versionN/A-
dc.identifier.slugcv-prod-3442422-
dc.peerreviewedyespt_PT
degois.publication.firstPagee5398pt_PT
degois.publication.volume15pt_PT
degois.publication.issue6pt_PT
degois.publication.titleSustainabilitypt_PT
dc.identifier.doi10.3390/su15065398-
dc.identifier.eid2-s2.0-85151527434-
Appears in Collections:ESTG - Artigos indexados à WoS/Scopus

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