The Role of Gamification and Friendship Networks for Climate Protection Activities

How to activate social networks, and especially friends as the main components of social networks and the main drivers of peer influence?

Is gamification a mechanism to encourage low-carbon consumption (i.e., crowdfunding of green projects, climate-friendly food consumption, and voluntary carbon offsetting), and especially, are complex social-interactive games an effective way to ‘hijack’ peer-influence processes?

How do networks promote, inhibit, stabilize, or destabilize low-carbon consumption

Are there feedback effects of sociotechnical intervention such as gamification on social networks?

The research project "DeCarbFriends" investigates such questions within the framework of a junior research group funded by the BMBF in the funding priority “FONA 3 - Research for Sustainable Development".