@inproceedings{ee1916f34c9b4f9b865dbad81ba2b03b,
title = "Gamification of forest-going: Opportunities for players, landowners and the forest industry",
abstract = "There is a substantial body of literature suggesting a wide range of health benefits from forest bathing, hiking and walking in nature. For this reason, it is worth looking into technologies that could direct people to these activities. In this study, we focused on location-based games (LBGs) to identify and elucidate opportunities that the games provide for forest-goers, landowners and the forest industry. We invited experts from the fields of gamification (n=5), forestry (n=8) and others (n=3) to a design workshop on this topic. Using a qualitative analysis and synthesis to organize the generated workshop material, we ended up with eight potential aspects where LBGs could benefit forest-goers, and six categories of use cases where the games could benefit landowners and the forest industry. Our findings can be understood as a general overview of the design space of LBG – forest –human interaction and serve as a basis for future work in this domain.",
keywords = "forest, forestry, Gamification, human-forest interaction, location-based games, nature",
author = "Samuli Laato and Sari Pynn{\"o}nen and Annika Kangas",
note = "Funding Information: This article was supported by the Academy of Finland Flagship Programme under Grants No. 337653 and 337655 (Forest-Human-Machine Interplay (UNITE)). Publisher Copyright: {\textcopyright} 2022 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).; 6th International GamiFIN Conference, GamiFIN 2022 ; Conference date: 26-04-2022 Through 29-04-2022",
year = "2022",
language = "English",
series = "CEUR Workshop Proceedings",
publisher = "CEUR-WS",
pages = "146--155",
editor = "Mila Buji{\'c} and Jonna Koivisto and Juho Hamari",
booktitle = "Proceedings of the 6th International GamiFIN Conference 2022 (GamiFIN 2022)",
}