practically green - green gamification - manu melwin joy

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Practically GreenGreen Gamification

Prepared By Manu Melwin Joy

Assistant ProfessorSCMS School of Technology and Management

Kerala, India.Phone – 9744551114

Mail – manu_melwinjoy@yahoo.com

Kindly restrict the use of slides for personal purpose. Please seek permission to reproduce the same in public forms and presentations.

Practically Green• Practically Green is a mobile

and web platform which

allows users to measure and

track their choices and how

they contribute to

environmental and healthy

living.

Practically Green• The site provides a suite of

tools which use social and

games mechanics to allow

users to keep track of things

such as water and energy

use, CO2 emissions, etc. in

a transparent and fun way.

Practically Green• it is a dashboard of your

personal contribution to

energy-saving and its

impact on society.

Practically Green• Originally started as a consumer

product it now targets primarily

corporate clients which allows

them to let their employees

track the environmental

consequences of the day-to-day

decisions they make in the

office.

Practically Green• The overall goal is to raise

consumer awareness about

the amount of energy, water

and other resources they

use to encourage them to

reduce consumption to a

level that is sustainable.

Practically Green• They measure impact of

individual users by

comparing their

consumption choices with

that of the conventional

alternative.

Practically Green• So for example if you chose to

use public transportation to get

to work rather than a car, the

energy and CO2 savings you get

compare the public

transportation contribution vs.

that of driving alone. All data

comes from third-party sources.

Practically Green• The social need it addresses

is the lack of information

consumers and employees

have about the impact their

choices have on the

environment and their own

bodies.

Practically Green• Employees have about the impact

their choices have on the

environment and their own bodies.

Ultimately it hopes to reduce the

environmental footprint of a

consumer driven culture. Using

point systems and games it allows

people to track and compare their

performance to improve over time.

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