Forest data to insights and experiences using gamification
Forest data to insights and experiences using gamification
By MikkoVastaranta, Michael A. Wulder, Juho Hamari, JuhaHyyppä,andSamuliJunttila
Abstract
“Over the last decade, games have become an increasingly common aspect of contemporary culture,including new uses beyond leisure activities. Games are generally considered to provide cognitive, emotional, social, and motivational benefits (Granic et al. 2014, Ryan et al. 2006). As such,transforming different systems, services, and activities to resemble games has become a commonpractice in design, commosnly known as gamification (Koivisto and Hamari 2019). The aim withgamification is to give rise to similar experiences that games do. There are growing and promisingempirical results across various fields on how gamification has been found to engage people in avariety of situations, including education, personal health management, democratic participation, andsustainable consumption, among others (Koivisto and Hamari, 2019). However, there remainsopportunity to tap into the potential of these developments in terms of observing and understandingforest ecosystems, planning their use, and to facilitate engagement with nature (Figure 1).”
Reference
Vastaranta, M., Wulder, M., Hamari, J., Hyyppä, J., &; Junttila, S. (2021). Forest data to insights and experiences using gamification. Frontiers in Forests and Global Change. doi:10.31223/x5mw67 https://eartharxiv.org/repository/view/2787/
Keyword
Remote sensing, sensors, digitalization, sensors, location-based games, decision making, location-based games, decision making, research