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".