Gamified Climate Change Communication via Carbon Island Mobile Application in China
ゲーミフィケーションによる気候変動コミュニケーション:中国のCarbon Islandモバイルアプリの事例研究 (AI 翻訳)
Miao Huang, Mohamad Saifudin Mohamad Saleh
🤖 gxceed AI 要約
日本語
本論文は、中国のTencent社が提供するCarbon Islandモバイルアプリを事例に、ゲーミフィケーションが気候変動コミュニケーションに与える影響を検証。仮想的なサステナビリティチャレンジを通じてユーザーの環境意識と行動変容を促す手法を分析し、炭素中立フレームワークの普及に効果的である一方、過度な単純化やプライバシー問題などの課題も指摘している。
English
This paper examines gamified climate communication via Tencent's Carbon Island app in China. It analyzes how virtual sustainability challenges engage users and promote carbon neutrality literacy. While effective in popularizing climate action, it raises concerns about oversimplification and privacy. The study offers insights for integrating gamification into climate education and behavioral change.
Unofficial AI-generated summary based on the public title and abstract. Not an official translation.
📝 gxceed 編集解説 — Why this matters
日本のGX文脈において
中国企業によるゲーミフィケーションを活用した気候変動コミュニケーションの事例は、日本企業のESG/SDGs戦略におけるステークホルダーエンゲージメント手法として参考になる可能性がある。特に、SSBJや有報での非財務情報開示において、ユーザー参加型の取り組みをどう位置づけるか示唆を与える。
In the global GX context
This case study of a Chinese app provides a model for using gamification in climate communication, relevant to global efforts under TCFD/ISSB for engaging stakeholders. It highlights both opportunities and risks for corporate sustainability disclosure teams seeking innovative ways to foster climate action.
👥 読者別の含意
🔬研究者:Researchers studying climate communication or gamification for sustainability will find empirical evidence on user engagement and literacy outcomes.
🏢実務担当者:Corporate sustainability teams can explore gamification as a tool for employee or customer engagement in carbon reduction initiatives.
🏛政策担当者:Policymakers in Japan and elsewhere can consider regulatory frameworks for digital climate communication tools, addressing privacy and oversimplification risks.
📄 Abstract(原文)
This chapter examines the gamification of climate change communication through a case study of Tencent’s Carbon Island mobile application in China. It examines how Chinese technology enterprises employ gamification to connect environmental awareness with behavioural change in the context of Industry 5.0 advancements. Carbon Island engages users in virtual sustainability challenges, including resource synthesis and elimination to illustrate material lifecycles, environmental remediation activities that translate virtual efforts into perceived real-world impact, as well as narrative-driven events embedding biodiversity and carbon neutrality education. Moreover, empirical evidence indicates that such gamification simplifies complex climate systems, enhances user engagement, and promotes climate literacy through tangible feedback mechanisms. While demonstrating efficacy in popularising China’s carbon neutrality framework and aligning with global precedents, including Ant Forest, the approach has been criticised for potential oversimplification of climate causality, the risk of gamification fatigue, and substantial privacy concerns resulting from extensive data collection. Although the climate change information conveyed by such gamified applications and their interconnections may be overly idealised, it undoubtedly serves as a starting point to attract more users to delve deeper into the subject. Presenting the relationships between various factors of climate change in a gamified manner is a new exploration in climate change communication, and when applied appropriately, it can have a significant positive impact.
🔗 Provenance — このレコードを発見したソース
- openalex https://doi.org/10.4324/9781003711865-21first seen 2026-06-02 04:34:48 · last seen 2026-06-11 04:52:15
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