Gamified Interventions for Composting Behavior:
A Case Study Using the Gamiflow Framework in a Workplace Setting
Ezequiel França dos Santos 1 Geiser Chalco Challco 2
1Institute of Mathematics and Computer Science (ICMC), University of São Paulo (USP), Brazil
Specialization in Computing Applied to Education
[email protected]
2Federal Rural University of the Semi-Arid Region (UFERSA), Pau dos Ferros, RN, Brazil
[email protected]
Introduction
Composting crucial for sustainability but faces adoption challenges
Gamification shows promise for behavior change through motivation
Study tests Gamiflow framework in workplace setting
Hybrid approach: Physical bins + Slack-based gamification
Figure 1. Workplace composting setup used in the study
Methodology
Study Design:
Quasi-experimental design (N=20 participants)
3-day intervention with pre/post surveys
Control vs. Gamified groups
Participant Demographics:
22-24 25-29 30-34 35-39 40-44 45-55
0
2
4
6
3
6
4
2
1
2
Age Range
Frequency
Figure 2. Age distribution of participants (N=20)
Key Results
Statistical Outcomes:
Confidence: Significant improvement (t(18)=4.05, p<0.001)
Behavior: 80% vs 30% regular composting (χ²=3.232, p=0.072)
Knowledge: 90% vs 50% post-intervention understanding
Engagement Metrics:
Day 1 Day 2 Day 3
70
80
90
Days
Participation Rate (%)
Task Completion
Figure 3. Engagement trends during intervention
Gamification Design
Gamiflow Framework Elements:
Dynamic Description
Dynamic to Avoid Boredom (DAB) Challenges varied daily and included social inter-
action elements, such as teaching peers and or-
ganizing small composting initiatives.
Dynamic to Avoid Frustration (DAF) Alternative challenges were provided if partici-
pants faced difficulties completing a given task.
Immediate feedback was given via Slack to rein-
force effort.
Dynamic to Maintain Balance (DMB) The XP system adjusted difficulty levels progres-
sively, ensuring that participants could always
challenge themselves while avoiding overwhelm-
ing tasks.
Table 1. Gamification Dynamics Implemented
Day Challenge XP
1 Compost 1-3 items 10
2 Teach colleagues 15
3 Project proposals 20
Table 2. Daily challenge progression
Discussion & Implications
Key Findings:
Gamiflow effective for workplace sustainability
Digital-physical hybrid approach successful
Confidence gains most significant outcome
Limitations:
Small sample size (N=20)
Short intervention period (3 days)
Self-selection bias potential
Future Directions:
Long-term behavior studies
Multi-team competitions
AI-driven personalization
References
Chalco, G. et al. (2023). Gamiflow Framework
Luo, Y. et al. (2019). Composting Feedback Systems
Torres, R. et al. (2022). Gamification Strategies
Contact
Ezequiel França dos Santos:
[email protected]
Geiser Chalco Challco:
[email protected]