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Horizon CDT Year 1

Horizon CDT Year 1
地平线 CDT 第 1 年
批准号:
2889453
负责人:
金额:
$0.0万
依托单位:
依托单位国家:
英国
项目类别:
Studentship
财政年份:
2023
资助国家:
英国
项目状态:
未结题
起止时间:
2023 至 --
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中文摘要
翻译
人类活动继续导致温室气体排放增加,并导致气候变化。人们的生活方式和消费模式是导致环境快速变化的众多活动之一,影响着全球的气候和天气(IPCC, 2023)。这场气候危机为当前的研究设定了背景,这项工作的目的是促进可持续的行为,并为解决这一问题做出贡献。数字干预通过提供新颖的互动方式,有可能支持和加速可持续的生活方式(Wang & Yao, 2020),为应对上述挑战提供了方法。这种类型的互动的一个例子是在非游戏环境中使用游戏化或游戏设计元素来瞄准行为,如消费,能源效率和其他与生活方式相关的活动,这些行为可以对气候变化产生重大影响(Morganti et al., 2017)。作为一个有用的研究方向,游戏化也是本研究探索的一个工具。这一研究的自然应用领域以环境公民科学或众包平台的形式出现,其中大量志愿者承担任务,以进一步完成项目的数据收集或数据注释任务(kreitmaair & Magnus, 2019)。在这种情况下促进变革是一个复杂的问题,在文献中缺乏理论共识,而个人行为改变的理论存在,其他人认为拯救环境或可持续性是一个集体目标,孤立的个人不太可能将其视为威胁,因此重点应放在集体行为改变上(Fritsche et al., 2018)。目前研究的理论方向尚不明确,但环境行为改变的总体目标是完整的。因此,通过使用游戏化,有可能带来环境行为的改变,公民科学项目是一个应用领域。考虑到这一目标,以下研究问题出现了:公民科学的参与(或众包)能导致环境行为的改变吗?游戏化如何通过公民科学(或众包参与)来促进环境行为的改变?本文作者是由诺丁汉大学博士培养地平线中心(UKRI资助号:EP / S023305/1)。
英文摘要
Human activities continue to contribute towards rise in greenhouse gas emissions and cause climate change. People's lifestyles and consumption patterns are among the many activities that are causing rapid changes in the environment, affecting climate and weather across the globe (IPCC, 2023). This climate crisis sets the context for the current research and the aim of this work is to promote sustainable behaviour and contribute to providing a solution to this issue. Digital interventions, by offering novel ways of interaction, have a potential to support and accelerate a sustainable lifestyle (Wang & Yao, 2020), offering ways of combating the abovementioned challenge. An example of this type of interaction is the use of Gamification, or game design elements in non-game contexts, to target behaviours such as consumption, energy efficiency, and other lifestyle related activities that can be changed with a significant impact on climate change (Morganti et al., 2017). Proving as a useful line of research, Gamification is also a tool that is explored in this research.A natural area of application for this line of research emerges in the form of Environmental Citizen Science or crowdsourcing platforms, wherein a large body of volunteers undertake tasks to further the data collection or data annotation tasks of a project (Kreitmair & Magnus, 2019). Promoting change in this context is a complex issue and lacks theoretical consensus in literature, while theories of individual behaviour change exits, others argue that saving of the environment or sustainability is a collective goal and individuals in isolation are unlikely to perceive it as a threat, and so the focus should be on collective behaviour change (Fritsche et al., 2018). The theoretical direction of the current research is unclear at the moment, but the overall aim of environmental behaviour change is intact. Therefore, with the use of Gamification there is potential for environmental behaviour change to be brought about, with citizen science projects being an area of application. With this aim in mind, the following research questions emerge: Can Citizen Science participation (or crowdsourcing) lead to environmental behaviour change? How can Gamification be used to promote environmental behaviour change by citizen science (or crowdsourcing participation? This author is supported by the Horizon Centre for Doctoral Training at the University of Nottingham (UKRI Grant No. EP/S023305/1).
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