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With the increasing importance and urgency of climate change, companies are challenged to contribute to sustainable development, especially by younger generations. However, existing corporate contributions have been criticized as insufficient, which could be particularly caused by a lack of employee engagement in corporate sustainability. In this context, gamification has been proposed and increasingly investigated in recent years as a promising, innovative tool to motivate sustainable employee behaviors in the workplace. However, there are few studies and applicable gamification solutions that address more than one specific sustainability issue and thus take a holistic perspective on sustainable behaviors in the workplace. Moreover, previous research lacks a comprehensive understanding of how different gamification elements elicit specific psychological effects, how these manifest in behavioral changes, and how these, in turn, cumulatively result in measurable corporate outcomes. The path from gamification as ”input” to corporate sustainability as ”output” thus remains unexplored.
This dissertation fills this gap by conceptualizing, designing, and evaluating a holistic gamified intervention that supports employees in various sustainable behaviors in their daily activities. The project uses a design science research approach that closely involves employees in the incremental development of the solution. As part of the iterative design process, this dissertation presents six studies to extend the theoretical understanding of gamification for sustainable employee behaviors. First, a comprehensive review of existing research on gamification for sustainable employee behavior is provided, analyzing gamification designs and results of previous studies and outlining an agenda for further research (Study 1). Theoretical foundations of research on gamification, serious games, and game-based learning (Study 2) and empirical design principles for gamification and persuasive systems (Study 3) are then systematically reviewed as a basis for the successful design of gamified applications. Subsequently, empirical studies explore employees’ motivations for sustainable behavior and illuminate their expectations for design features (Study 4), and identify contextual challenges and design dilemmas when implementing gamification in an organizational context (Study 5). Finally, a quantitative field study (Study 6) explores how different gamification designs influence sustainable employee behavior and corporate sustainability in organizations. Based on the findings, this dissertation presents a comprehensive framework of gamification for sustainable employee behavior that incorporates design, individual behavior, and organizational perspectives. Finally, building on these insights, it provides practical recommendations for designing gamification to encourage sustainable employee behavior at work.
The Internet of Things (IoT) is a fast-growing, technological concept, which aims to integrate various physical and virtual objects into a global network to enable interaction and communication between those objects (Atzori, Iera and Morabito, 2010). The application possibilities are manifold and may transform society and economy similarly to the usage of the internet (Chase, 2013). Furthermore, the Internet of Things occupies a central role for the realisation of visionary future concepts, for example, Smart City or Smart Healthcare. In addition, the utilisation of this technology promises opportunities for the enhancement of various sustainability aspects, and thus for the transformation to a smarter, more efficient and more conscious dealing with natural resources (Maksimovic, 2017). The action principle of sustainability increasingly gains attention in the societal and academical discourse. This is reasoned by the partly harmful consumption and production patterns of the last century (Mcwilliams et al., 2016). Relating to sustainability, the advancing application of IoT technology also poses risks. Following the precautionary principle, these risks should be considered early (Harremoës et al., 2001). Risks of IoT for sustainability include the massive amounts of energy and raw materials which are required for the manufacturing and operation of IoT objects and furthermore, the disposal of those objects (Birkel et al., 2019). The exact relations in the context of IoT and sustainability are insufficiently explored to this point and do not constitute a central element within the discussion of this technology (Behrendt, 2019). Therefore, this thesis aims to develop a comprehensive overview of the relations between IoT and sustainability.
To achieve this aim, this thesis utilises the methodology of Grounded Theory in combination with a comprehensive literature review. The analysed literature primarily consists of research contributions in the field of Information Technology (IT). Based on this literature, aspects, solution approaches, effects and challenges in the context of IoT and sustainability were elaborated. The analysis revealed two central perspectives in this context. IoT for Sustainability (IoT4Sus) describes the utilisation and usage of IoT-generated information to enhance sustainability aspects. In contrast, Sustainability for IoT (Sus4IoT) fo-cuses on sustainability aspects of the applied technology and highlights methods to reduce negative impacts, which are associated with the manufacturing and operation of IoT. Elaborated aspects and relations were illustrated in the comprehensive CCIS Framework. This framework represents a tool for the capturing of relevant aspects and relations in this context and thus supports the awareness of the link between IoT and sustainability. Furthermore, the framework suggests an action principle to optimise the performance of IoT systems regarding sustainability.
The central contribution of this thesis is represented by the providence of the CCIS Framework and the contained information regarding the aspects and relations of IoT and sustainability.