Citation: Torres-Toukoumidis, A.;
León, D.V.; De-Santis, A.;
López-López, P.C. Gamification in
Ecology-Oriented Mobile
Applications—Typologies and
Purposes. Societies 2022, 12, 42.
https://doi.org/10.3390/
soc12020042
Academic Editors: Rodica
Milena Zaharia, Tudor Edu and
Razvan Zaharia
Received: 30 January 2022
Accepted: 28 February 2022
Published: 8 March 2022
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societies
Article
Gamification in Ecology-Oriented Mobile
Applications—Typologies and Purposes
Angel Torres-Toukoumidis
1,
* , Diego Vintimilla León
2
, Andrea De-Santis
3
and Paulo Carlos López-López
4
1
Social Science Knowledge and Human Behavior, Universidad Politécnica Salesiana, Cuenca 010105, Ecuador
2
Gamelab Research Group, Universidad Politécnica Salesiana, Cuenca 010105, Ecuador;
dvintamilla@est.ups.edu.ec
3
Communication Sciences Faculty, Universidad Autónoma de Barcelona, 08193 Barcelona, Spain;
andrea.desantis@e-campus.uab.cat
4
Facultade de Ciencias Políticas e Sociais, Campus Vida, Universidade de Santiago de Compostela,
Avenida do Doutor Ángel Jorge Echeverri, s/n, 15782 Santiago de Compostela, Spain;
paulocarlos.lopez@usc.es
* Correspondence: atorrest@ups.edu.ec
Abstract: Mobile applications viewed as digital social change tools are focused on sustainable devel-
opment, particularly in topics that address ecology and the environment. In this research, the aim is to
systematize a review of the 10 most downloaded mobile applications in this context, but deepening on
those that use game elements in their interface, organizing them according to components, mechanics
and playful dynamics. Findings demonstrate the role of levels and achievements as more repeated
dynamics, and challenges and feedback as more relevant elements in gameplay, and finally, emotions
and narratives as components of the gamified experience. The incorporation of these elements in
mobile games shows that digital gamification in the environmental context is organized from an
alternative perspective, where argumentation, the succession of events, the progressive incorporation
of difficulty and the interaction with the computerized system modify the traditional view that sees
gamification as a superficial system of points.
Keywords: gamification; ecology; sustainable development; mobile apps; smartphones; environmental
protection
1. Introduction
Continuous digitalization of communication has led to the development of mobile
applications, at such a level that in 2020 more than 3 million applications are available
in the Google Play Store, 2 million in the Apple App Store and almost one million in the
Windows Store, with 218 billion downloads annually worldwide [1]. The escalation of its
use produced by the acceptance and interest on the part of users who own mobile devices,
especially on the part of new generations [2], has advocated that different sectors such as
entertainment [3], health [4] and education [5] are attracted by this expanding market.
Mobile applications have set up a scenario supported by the new media system and
the emerging development of the technology industry [6] in which smartphones and their
components: intelligent screens, cloud storage and portability [7] facilitate access to infor-
mation and communication, interaction and participation among users, and approximation
to knowledge [8]. Therefore, technological industry oriented to mobile applications has
diversified to such an extent that both leisure and learning present special interest in the
adaptation of their content to these platforms [9], generating multiple benefits in society,
highlighting the teaching of foreign language [10], creating health patterns [11], generat-
ing fidelity to products and services [12], improving the nutrition of young people [13],
promoting tourism [14], among others.
Societies 2022, 12, 42. https://doi.org/10.3390/soc12020042 https://www.mdpi.com/journal/societies