EGU25-10503, updated on 15 Mar 2025
https://doi.org/10.5194/egusphere-egu25-10503
EGU General Assembly 2025
© Author(s) 2025. This work is distributed under
the Creative Commons Attribution 4.0 License.
Poster | Thursday, 01 May, 16:15–18:00 (CEST), Display time Thursday, 01 May, 14:00–18:00
 
Hall X5, X5.123
 ChallengeYeti App: Bridging the Knowledge-Action Gap through Gamification and Digital Engagement 
Milan Kalas1, Joy Ommer1, Sasa Vranic1, Muhammad Adnan5, Carlo Trozzi4, Laura Polo2, Erika Brattich3, Silvana Di Sabatino3, and Antonio Parodi2
Milan Kalas et al.
  • 1KAJO s. r. o., Bytca, Slovakia
  • 2CIMA Research Foundation, Savona, Italy
  • 3University of Bologna, Bologna, Italy
  • 4Techne Consulting, Rome, Italy
  • 5Transportation Research Institute (IMOB), Hasselt University, Hasselt, Belgium

Climate change mitigation campaigns aim to raise awareness, increase knowledge, and communicate actions for reducing carbon footprints. Unfortunately, these top-down campaigns often fail to engage the public effectively. To address this issue, the I-CHANGE project developed the ChallengeYeti app, an innovative solution designed to fill the knowledge-action gap by empowering and motivating citizens to take climate action through participatory and gamification approaches. 

The ChallengeYeti app leverages digital tools and gamification to foster behavioural change. Rooted in the COM-B theory of behaviour change, the app focuses on three components: capability, opportunity, and motivation. By incorporating game elements, the app stimulates intrinsic motivation through social interaction and extrinsic motivation through competition and rewards. This approach ensures long-term user engagement and sustainable impact. 

Unlike traditional carbon footprint calculators that focus on specific aspects such as transport or energy efficiency, the ChallengeYeti app offers a comprehensive platform for tracking both avoided and produced carbon footprints. The app presents data in a clear and understandable format, enabling users to grasp the context and take informed actions. Additionally, the app promotes user engagement through a series of challenges and the creation of communities, fostering competition and collective action. 

How to cite: Kalas, M., Ommer, J., Vranic, S., Adnan, M., Trozzi, C., Polo, L., Brattich, E., Di Sabatino, S., and Parodi, A.:  ChallengeYeti App: Bridging the Knowledge-Action Gap through Gamification and Digital Engagement , EGU General Assembly 2025, Vienna, Austria, 27 Apr–2 May 2025, EGU25-10503, https://doi.org/10.5194/egusphere-egu25-10503, 2025.