Gamification | Green Gamification @ITCILO
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Green Gamification @ITCILO


Green Gamification@ITCILO



Game elements

Challenges; Narrative; Points; Progress; Role-play; Re-playability; Team


Alice Vozza, UN Campus Green Committee, Alessia Messuti, Atish Gonsalves


About This Project

Games are suited to change the world for the better. Renowned author Jane McGonigal points out, “When we are playing games, we are tapping into our best qualities, our ability to be motivated, to be optimistic, to collaborate with others, to be resilient in the face of failure”. Therefore, games can also be a vehicle to promote green behaviours. The synergy between gamification and sustainability is based on the fact that, like gaming, greening is largely a social action that triggers an emotional response. Innovative companies and organizations recognize the opportunity to use “green gamification” to create shared value for individuals, communities and the environment.

Slide1 - Copy

In February 2014 the UN Campus was awarded the International Eco-Schools Award Certificate as a result of a 7-step process that the Centre started in 2011 establishing the Green Campus Advisory Group, undertaking an environmental review with external auditors, producing, monitoring and evaluating an action plan, reviewing the curriculum work to include environmental-related courses and activities, informing and involving staff, participants and service providers, and adopting an environmental code of conduct.
With the emphasis placed on an inclusive and participatory approach, the Campus encourages staff, participants and all stakeholders to take an active role to ensure a more sustainable working environment. But how can this be done at the institutional level in a more structured yet effective way, by including all staff?


in 2015 ITCILO partnered in the launch of Mobilize.Life, a mobile application suitable for building and deploying mixed-reality serious games. Developed for the purpose of “serious games” (crisis response training, security simulation exercises), Mobilize.Life can also have a number of fun applications for table-top exercises, team building events and peer-to- peer learning.

At ITCILO we decided to explore the use of mixed-reality and mobile supported games with a focus on “green behaviours” and therefore engaging staff on Campus in better understanding the reasons for environmental action and encourage them in adopting green behaviours such as correct waste management and recycling, green commuting or wiser energy consumption.