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App-based mobility-on-demand systems (MODS) promise a transformation towards a more sustainable mobility by offering a flexible public transport as an alternative to private motorized transport. Complementing the gameplay with a debriefing discussion afterwards encouraged players to reflect upon their newly gained insights, deepening their learning experience.Ĭontemporary society faces the challenge of mitigating the negative effects of motorized individual transport, which includes greenhouse gas emissions, noise, accidents and traffic congestion. When reflecting on the game as a learning tool, players highlighted its engaging and realistic nature and praised how it stimulated strategic thinking. The results of the game workshops demonstrated that the game advanced the participants’ awareness of the need for a circular economy, their understanding of basic circular economy principles, and their insight in opportunities and challenges of circular business models at the company level. The gameplay was tested with 120 users, and cognitive learning outcomes as well as learning dynamics were assessed using a survey. The board game, Risk&RACE, was developed with the purpose of enabling students and business executives to experiment with circular economy business models. This paper presents the development and testing of a simulation board game that aimed to address this gap between theory and business practice. Many companies are put off by the apparent complexity to translate the general concepts of a circular economy into their business practice. This paper identified key theories of behaviour change that inform the game design process, providing insights that can be adopted by game designers for informing considerations on the use of game features for moderating behaviour in their own games.ĭespite the increasing attention on circular economy at the policy level, the implementation of circular business models in companies is still limited. Therefore, this paper aimed to identify game design mechanics and features that are reported to commonly influence behaviour change during and/or after the interventions. Many review papers measure the effectiveness of the use of gaming on changing behaviours however, these studies neglect the game features involved in the game design process, which have an impact of stimulating behaviour change. This is due to the significance of the players’ intrinsic motivation that is naturally generated to play games and the substantial impact they can have on players. Over the years, there has been a significant increase in the adoption of game-based interventions for behaviour change associated with many fields such as health, education, and psychology.
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