Gamification for air quality education: A systematic literature review

dc.citation.volume270
dc.contributor.authorDaemei AB
dc.contributor.authorLovreglio R
dc.contributor.authorFeng Z
dc.contributor.authorPaes D
dc.contributor.authorMiller C
dc.date.accessioned2025-01-26T20:57:04Z
dc.date.available2025-01-26T20:57:04Z
dc.date.issued2025-01-09
dc.description.abstractAir quality is crucial to our health and well-being, as poor air quality can lead to serious health problems such as asthma, allergies, and other respiratory conditions. Educating people about air quality is key to improving awareness and taking action to reduce its negative effects. Gamification offers a creative and engaging way to deliver educational content by incorporating game elements into the learning experience. However, despite its potential, there has been no review of how gamification has been used for air quality education. Thus, this review aims to fill that gap by systematically examining how gamification is applied to air quality education in the built environment. We explored a range of games and applications used to educate the public on air quality. To guide our analysis, we used the Octalysis framework, which focuses on game elements that motivate and engage users. Following the PRISMA guidelines for systematic reviews, we identified 19 relevant papers published between 2009 and 2023. From these, we developed 8 research questions to guide the review process and analyzed the game elements using the Octalysis framework. Our findings show that most studies focus on residential buildings, with a key focus on raising awareness of the health impacts of air pollution and managing asthma. Notably, many of these studies target children, who are more vulnerable to air pollution. We also introduce the first taxonomy for gamification in air quality education, providing a clear structure for future game development in this area. Finally, the review highlights the need to explore other educational topics that could benefit from gamification, and how this approach could improve both indoor and urban air quality, as well as reduce energy consumption.
dc.description.confidentialfalse
dc.identifier.citationDaemei AB, Lovreglio R, Feng Z, Paes D, Miller C. (2025). Gamification for air quality education: A systematic literature review. Building and Environment. 270.
dc.identifier.doi10.1016/j.buildenv.2025.112526
dc.identifier.eissn1873-684X
dc.identifier.elements-typejournal-article
dc.identifier.issn0360-1323
dc.identifier.number112526
dc.identifier.pii/S0360132325000083
dc.identifier.urihttps://mro.massey.ac.nz/handle/10179/72406
dc.languageEnglish
dc.publisherElsevier B.V.
dc.publisher.urihttps://www.sciencedirect.com/science/article/pii/S0360132325000083
dc.relation.isPartOfBuilding and Environment
dc.rights(c) The author/sen
dc.rights.licenseCC BYen
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/en
dc.subjectGamification
dc.subjectSerious games
dc.subjectGame mechanics
dc.subjectEducation
dc.subjectPublic awareness
dc.subjectIndoor air quality
dc.subjectOutdoor air pollution
dc.subjectMold assessment
dc.subjectAsthma management
dc.subjectTaxonomy
dc.titleGamification for air quality education: A systematic literature review
dc.typeJournal article
pubs.elements-id499441
pubs.organisational-groupOther
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