Abstract
This paper presents a psychologically grounded framework for gamified learning platforms designed to enhance user engagement and promote prosocial behaviours, particularly in the context of environmental sustainability. It addresses a critical gap in current gamification research: the lack of empirically driven models that link specific game design features to measurable behavioural and emotional outcomes. Drawing on established behaviour change theories, the framework supports the creation of learning environments that are emotionally engaging, socially connected, and intrinsically motivating. Key features include AI-powered non-player characters (NPCs), adaptive feedback mechanisms, and collaborative game elements that together encourage sustained, meaningful interaction. A mixed-methods evaluation is planned for future studies, combining self-report surveys with real-time psychophysiological data-such as heart rate (HR), galvanic skin response (GSR), and heart rate variability. A 2D top-down prototype has been developed to operationalise these concepts, featuring an enclosed play area where users trigger responses by interacting with objects as part of task-based challenges. These interaction points are designed to be dynamically adapted for experimental testing of gamification features. The framework aims to provide a scalable model to inform the design of adaptive learning systems that support both meaningful behavioural change and educational outcomes.
| Original language | English |
|---|---|
| Title of host publication | 2025 9th International Conference on Intelligent Computing and Virtual and Augmented Reality Simulations, ICVARS 2025 |
| Publisher | IEEE |
| Pages | 27-35 |
| Number of pages | 9 |
| ISBN (Electronic) | 9798331586591 |
| DOIs | |
| Publication status | Published - 17 Oct 2025 |
Funding
The authors would like to express thanks to the Sir Peter Rigby Digital Futures Institute at Aston University for providing us with the resources to complete this project. The author has received a PhD scholarship from Aston University.
Keywords
- NPCs
- behaviour change
- game-based learning
- gamification
- psychophysiological feedback