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Sökning: WFRF:(Rosenlund Joacim 1985 )

  • Resultat 1-10 av 37
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1.
  • Helmefalk, Miralem, et al. (författare)
  • Hedonic recycling : using gamification and sensory stimuli to enhance the recycling experience
  • 2020
  • Ingår i: EAI Endorsed Transactions on Serious Games. - : European Alliance for Innovation (EAI). - 2034-8800. ; :18, s. 1-12
  • Tidskriftsartikel (refereegranskat)abstract
    • INTRODUCTION: Recycling is not commonly perceived as hedonic, fun or experiential. While previous studies haveemphasised the importance of functional attributes and solutions for improving waste recycling in bins, the potential forrecycling as an experience has not been explored thoroughly.OBJECTIVES: This study employs the perspective of gamification, environmental psychology and sensory marketing toprovide new perspectives on hedonic recycling.METHODS: A focus group design was used to explore how experiential cues may influence cognition, emotion andbehaviour when recycling waste in bins. Four focus group discussions were employed and analysed thematically.RESULTS: Findings show that while utilitarian attributes were most critical for participants, there are solutions that can beexperientially modified to not disturb the waste separation process. These modifications include digital feedback andinformation of one’s impact on the environment. Other sensory and gamified modifications were discussed with theirpotential effects on emotion and behaviour in mind.CONCLUSION: A new conceptual framework was developed, which combined mechanics from gamification and sensorycues as experiential cues. This framework was used to explore various different responses. The model indicates potentialrelationships between recycling and experiential cues that can be empirically investigated.
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2.
  • Helmefalk, Miralem, et al. (författare)
  • Make Waste Fun Again! A Gamification Approach to Recycling
  • 2020
  • Ingår i: Interactivity, Game Creation, Design, Learning, and Innovation. - Cham, Switzerland : Springer. - 9783030532949 - 9783030532932 ; , s. 415-426
  • Bokkapitel (refereegranskat)abstract
    • There is a recognised need to improve recycling rates. One current issue is that knowledge and incentives to recycle are sometimes lacking. Mechanisms of gamification can be used to motivate and engage people to recycle, but this has not been thoroughly explored to date. To address this issue, four focus groups were conducted to bridge the gap between gamification and recycling behaviour. Results from these focus groups showed that functional solutions are preferred and that gamification can preferably be implemented digitally to bridge the gap between behaviour and knowledge. Feedback, awards, achievements, collaborative and competitive elements, as well as supplementary functions are gamified mechanisms that can be used for this purpose. This study contributes to the understanding and implementation of gamification for use in waste management and to influence positive recycling behaviour. © ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2020.
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3.
  • Helmefalk, Miralem, et al. (författare)
  • Understanding the mechanisms of household and stakeholder engagement in a recycling ecosystem : The SDL perspective
  • 2023
  • Ingår i: Waste Management. - : Elsevier. - 0956-053X .- 1879-2456. ; 160, s. 1-11
  • Tidskriftsartikel (refereegranskat)abstract
    • For a recycling system to work, both stakeholders and households need to feel engaged in the process. When studying engagement in the context of recycling, it is clear that a broader view is necessary to understand the opportunities and limitations that exist among stakeholders and users. Service dominant logic is undertaken to shed new light on how stakeholders, with the household as a focal point, engage with each other in the service ecosystem. Thematic network analysis was employed using interviews with households, stakeholders, as well as workshops in a project about recycling. The analysis reveals four mechanisms (channeling information, managing different resources, understanding impact, and dynamic and time-related engagement). There are several goals and values present when stakeholders and households engage with each other. When values of different actors align, it provides a solid basis for collaboration. Engagement was also found to be time-related and linked to calculated or perceived future effects, but also required to be maintained with the integration of different resources (e.g. money, space, time, cognitive, emotional, bodily energy). In the short-term perspective, utilitarian (functional) values such as the function of the recycling house emerged essential, while the long-term perspectives included feelings about the environment or one’s own contribution. Implications for waste management include the importance of recognizing the relation between, and the involvement of stakeholders and households, as well as understanding how these interact to optimize recycling systems.
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6.
  • Palmquist, Adam, 1983, et al. (författare)
  • Design Implications for a Gamified Recycling House
  • 2022
  • Ingår i: HCI in Games. - Cham : Springer. - 0302-9743 .- 1611-3349. - 9783031056369 - 9783031056376 ; , s. 289-305
  • Bokkapitel (refereegranskat)abstract
    • This paper encircles explorative design research in a multiple stakeholder triple helix project concerning circular economy and household recycling. Design ethnography was employed to find implications for outlining a gamification artifact that would facilitate recycling behaviors. We collected our data during 27 weeks by attending two field sites: Site A, project stakeholder meetings and a participatory design workshop, and Site B, semistructured interviews in the household stakeholders’ residences. Our thematic analysis of the sites’ collected ethnographic record extrapolated two specific categories: Stakeholder requirements and Gamification ruleset, together enfolding five key-themes and various sub-themes that could be used to inform the design of a gamification artifact aimed at recycling. Also, based on our research, we propose two research propositions regarding storytelling and understanding for further gamification design researchers to investigate.
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7.
  • Rosell, Erik, 1975-, et al. (författare)
  • Partnerships for work place learning in work integrating social enterprizes
  • 2018
  • Ingår i: PIN-C 2018 Conference Proceedings. - : Syddansk Universitet. ; , s. 29-35
  • Konferensbidrag (refereegranskat)abstract
    • In this paper the case of a multi-sector partnership with the aim of improving work place learning in Work Integration Social Enterprises is presented. Work Place Learning (WPL) is a concept that connects institutions of education with work places in the surrounding society. Typical examples are when students during their formal education do periods of internships or vocational training in an organization of relevance to their future profession, or when teachers perform curricular activities atwork sites in the community. The two examples illustrate that the “learners” in work place learning could be both students in the educational system and employees at the work sites. Typical and common characteristics for different initiatives related to WPL is that; 1) it is built upon an ambition to combine theoretical knowledge with practice, 2) work-places are seen as important arenas for learning and 3) it is performed in partnerships between heterogeneous actors, often representing different sectors in society. This paper specifically focuses upon the partnership dimension of workplace learning.
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8.
  • Rosenlund, Joacim, 1985-, et al. (författare)
  • A cross-national environmental cluster collaboration : Shifting between an analytical and management level of the triple helix
  • 2015
  • Ingår i: Science and Public Policy. - : Oxford University Press (OUP). - 0302-3427 .- 1471-5430. ; 42:4, s. 583-593
  • Tidskriftsartikel (refereegranskat)abstract
    • The STInno project, which was part of the EU Framework Programme 7 aimed to minimise thedistance between south–north regions in Europe with a specific focus on wastewater treatmentclusters. Three triple helix collaborations from three different countries participated, using theirknowledge to work on a case study of olive mill wastewaters. The objective of this paper was tostudy how the triple helix functioned in practice. Results showed that a management model of thetriple helix is somewhat different from the analytical model. A shift between these two viewsoccurred during the project and the participants had to relate to this, as it had an effect onthe outcomes. Concepts of social capital and trust are used to further elaborate on this byemphasising the importance of the people side of the triple helix and how the original, analyticalmodel can be limiting when used in management practice.
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9.
  • Rosenlund, Joacim, 1985-, et al. (författare)
  • Algaepreneurship as academic engagement : being entrepreneurial in a labcoat
  • 2020
  • Ingår i: Industry & higher education. - : Sage Publications. - 0950-4222 .- 2043-6858.
  • Tidskriftsartikel (refereegranskat)abstract
    • There are many ways in which scientists can engage in entrepreneurial activities. The context of this paper is a Swedish research group in marine ecology which became increasingly involved in entrepreneurial activities. The paper focus on the what, why and how of entrepreneurship as part of an academic role. The study was conducted as an interactive research process, involving activities as well as interviewing participants in the project. Theories of identity work, role identity and passion were used to analyse this context. Two distinct but simultaneous processes were identified: first, when scientists engage in commercial entrepreneurial activities and react by reaffirming their roles as academics and, second, when scientists engage in entrepreneurial activities in a broad sense, fulfilling environmental and social goals (this is compatible with their scientific passion connected to their academic role identity). The paper shows that scientists can be entrepreneurial while working with social and environmental responsibility with no conflict between their entrepreneurial activity and their role as an academic.
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10.
  • Rosenlund, Joacim, 1985- (författare)
  • Algoland 2030 -Affärsmodellering
  • 2018
  • Ingår i: Presented at: Algoland 2030 Workshop, 24 April 2018.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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