Managing Food Waste Through Gamification and Serious Games: A Systematic Literature Review
Abstract
:1. Introduction
1.1. Household Food Waste Challenges
1.2. Food Waste Hierarchies: Complementary Approaches
1.2.1. Three-Stage Model of Food Waste
Before Purchase (Production and Processing)
After Purchase (Retail and Consumption)
Disposal and Composting
1.2.2. Food Use Hierarchy
Prevention and Redistribution Strategies
Food Recovery and Valorization
Waste Treatment and Disposal
1.3. Distinctions Between Game-Based Learning, Serious Games, and Gamification
1.4. Gamification for Behavior Change
1.5. Objectives
- Research Question 1: How are games and gamification mechanisms being used to address food waste?
- Research Question 2: How do these interventions impact the attitudes and behavioral intentions of participants concerning food waste?
- Research Question 3: What specific interventions do games and gamification mechanisms employ to reduce food waste?
- Research Question 4: What are the measured outcomes of using games and gamification in reducing food waste?
2. Methodology
2.1. Search Query
2.2. Research Variables and Measurement Criteria
2.3. Justification for Systematic Review Methodology
2.4. Methodological Criteria
2.4.1. Serious Games
2.4.2. Games
2.4.3. Gamification
2.4.4. Handling Overlaps in Categorization
3. Results
3.1. Study Distribution and Research Activity
3.2. Theoretical Frameworks in Use
3.3. Types of Interventions Used
3.4. Gamification Mechanisms and Strategies
3.5. Interventions Considering the Food Waste
3.6. Impact and Outcomes of Interventions
3.7. Summary of Key Findings
4. Discussion
4.1. Behavioral Approach and Theoretical Framework
4.2. Comparison with Existing Literature
4.2.1. Theory of Planned Behavior
4.2.2. Emotional Engagement and Reflection
4.2.3. Educational Engagement Through Gamification
4.2.4. Other Approaches
4.3. Interventions
4.3.1. Mobile Applications with Gamified Elements
4.3.2. Educational Platforms and Serious Games
4.3.3. Interactive Installations and Systems Approaches
4.3.4. Behavioral and Cognitive Interventions
4.3.5. Miscellaneous Interventions
4.4. Outcomes in Food Waste Management
4.4.1. Increased Awareness and Knowledge
4.4.2. Behavior Change and Reduced Food Waste
4.4.3. User Engagement and Learning Outcomes
4.4.4. Miscellaneous Outcomes
4.5. Answering the Research Questions
5. Conclusions
Limitations of the Review
6. Future Research Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Digital Library | Search Query |
---|---|
ScienceDirect | (“games” OR “serious games” OR “gamification”) AND (“food waste” OR “food loss” OR “household food waste”) |
ACM, IEEE Xplore, Scopus | (“games” OR “game” OR “serious games” OR “educational games” OR “gamification”) AND (“food waste” OR “household food waste” OR “food loss” OR “food wastage” OR “food disposal” OR “food scraps” OR “food surplus” OR “food management”) |
Digital Library | Results | Years |
---|---|---|
ACM | 151 | 2017–2024 |
IEEE Xplore | 11 | 2017–2024 |
ScienceDirect | 5 | 2017–2024 |
Scopus | 84 | 2017–2024 |
TOTAL | 251 |
Author (Year) | Behavioral Approach |
---|---|
Altarriba et al. (2017) [33] | Social influence, behavioral change |
Fadhil (2017) [34] | Hexad model of gamification, self-determination theory (SDT) |
Joyner et al. (2017) [35] | Instrumental learning, behavior change through incentives and narrative engagement |
Sato et al. (2018) [36] | Game-based learning, experiential learning |
Anderson and Reid (2019) [37] | Theory of Planned Behavior, social influence, loss aversion |
Dolnicar et al. (2020) [38] | Utility theory, social norms |
Gaggi et al. (2020) [39] | Educational engagement through gamification, behavioral change via interactive learning |
Jacobsen et al. (2020) [40] | Reflection and behavioral change through interaction with automated sorting technology |
Soma et al. (2020) [41] | Theory of Planned Behavior (TPB), awareness and behavior change through educational engagement |
Sinclair et al. (2021) [42] | Emotional engagement, reflective learning through provocative design |
He et al. (2021) [43] | Fogg Behavior Model (FBM) encompassing motivation, ability, and trigger mechanisms |
Nkwo et al. (2021) [44] | Persuasive system design (PSD) framework |
Haas et al. (2022) [45] | Hedonic-utilitarian hybrid approach, gamification theory, behavior change theory |
Seiler et al. (2022) [46] | Technology Acceptance Model (TAM), focusing on perceived ease of use (PEOU), perceived usefulness (PU), and intention to use (ITU) |
Sato and Mizuyama (2022) [47] | Experiential learning, awareness-raising through interactive simulations |
Tian and Zheng (2022) [48] | Normative illusion, evolutionary game theory |
Tuah et al. (2022) [49] | User engagement through gamification, agile UX methodology |
Miller et al. (2023) [50] | Food systems approach, experiential learning, game-based learning |
Jespersen et al. (2023) [51] | Memory retention, behavior change through regular interaction and emotional attachment |
Jung (2023) [52] | Behavior change through emotional engagement |
Löchtefeld et al. (2023) [53] | Learning through play, memory retention, behavior change via gamified education |
Perera et al. (2023) [54] | Practice-oriented view, social norms, and behavioral change theories |
Pajpach et al. (2023) [55] | Persuasive technology, behavior change through feedback and reminders |
Rodrigues et al. (2023) [56] | Game-based learning strategy |
Vasconcelos et al. (2023) [57] | Gamification for behavior change, educational engagement |
Yu et al. (2023) [58] | Persuasive technology, self-tracking, gamification for behavior change |
Elnakib et al. (2024) [59] | Theory of Planned Behavior (TPB) encompassing knowledge, attitudes, self-efficacy, subjective norms, and perceived behavioral control |
Hamada et al. (2024) [60] | Cognitive load associated with food |
Santa Cruz et al. (2024) [61] | Behavioral change through gamification and educational engagement |
Author (Year) | Game | Serious Games | Gamification |
---|---|---|---|
Altarriba et al. (2017) [33] | X | ||
Fadhil (2017) [34] | X | ||
Joyner et al. (2017) [35] | X | ||
Sato et al. (2018) [36] | X | ||
Anderson and Reid (2019) [37] | X | ||
Dolnicar et al. (2020) [38] | X | ||
Gaggi et al. (2020) [39] | X | ||
Jacobsen et al. (2020) [40] | X | ||
Soma et al. (2020) [41] | X | ||
Sinclair et al. (2021) [42] | X | ||
He et al. (2021) [43] | X | ||
Miller et al. (2021) [50] | X | ||
Nkwo et al. (2021) [44] | X | ||
Haas et al. (2022) [45] | X | ||
Seiler et al. (2022) [46] | X | ||
Sato and Mizuyama (2022) [47] | X | ||
Tian and Zheng (2022) [48] | X | ||
Tuah et al. (2022) [49] | X | ||
Miller et al. (2023) [50] | X | ||
Jespersen et al. (2023) [51] | X | ||
Jung (2023) [52] | X | ||
Löchtefeld et al. (2023) [53] | X | ||
Perera et al. (2023) [54] | X | ||
Pajpach et al. (2023) [55] | X | ||
Rodrigues et al. (2023) [56] | X | ||
Vasconcelos et al. (2023) [57] | X | ||
Yu et al. (2023) [58] | X | ||
Elnakib et al. (2024) [59] | X | ||
Hamada et al. (2024) [60] | X | ||
Santa Cruz et al. (2024) [61] | X |
Author (Year) | Interventions |
---|---|
Altarriba et al. (2017) [33] | Smart bin with camera, notifications, social media posts. |
Fadhil (2017) [34] | Development of CiboPoliBot, an educational chatbot that uses game mechanics to teach children about healthy diets and food waste management. |
Joyner et al. (2017) [35] | FIT Game presented in cafeterias with comic book episodes, where children’s vegetable consumption influenced game outcomes. Goals were set to consume a certain amount of vegetables, and success led to narrative progression and earning virtual currency. |
Sato et al. (2018) [36] | Players take on roles of milk manufacturers and supermarkets, participating in auctions and making decisions to minimize waste while maximizing sales. |
Anderson and Reid (2019) [37] | Participants made purchase decisions individually and in groups using a card game that presented trade-offs between temptation and risk of waste. |
Dolnicar et al. (2020) [38] | Families received a stamp for each day they had zero plate waste; collecting all stamps during their stay earned them a prize. |
Gaggi et al. (2020) [39] | Development of PadovaGoGreen, a mobile game that teaches waste sorting rules through quizzes and interactive gameplay with a mascot (Sansone the trash can). |
Jacobsen et al. (2020) [40] | Deployment of the Waste Wizard, an automatic waste sorting bin using image recognition and machine learning to classify and sort waste in a zoo, retail store, and music festival. |
Soma et al. (2020) [41] | Three types of interventions were tested: passive information (booklets and newsletters), community workshops, and gamification (online trivia game). |
Sinclair et al. (2021) [42] | Serious game where players answer food waste-related questions. Incorrect answers lead to visual feedback where virtual food is discarded, provoking emotional engagement and reflection on waste. |
He et al. (2021) [43] | Development of interactive platforms that enhance user motivation, improve capabilities through knowledge and practice, and trigger food-saving behavior via rewards and feedback. |
Nkwo et al. (2021) [44] | Evaluation and comparison of 148 mobile apps based on PSD strategies such as reduction, personalization, self-monitoring, reminders, and social support. |
Haas et al. (2022) [45] | Development of the MySusCof mobile app with gamified educational content, quizzes, rewards for completing modules, and tracking user progress. |
Seiler et al. (2022) [46] | Development of a VR prototype featuring gamification elements to educate users about proper food storage and waste reduction. The prototype was tested using A/B testing in an online experiment. |
Sato and Mizuyama (2022) [47] | Development of two serious games: Veggie Mart Game (for consumers) and Milky-Chain Game (for businesses). These games simulate supply chain operations and educate players on minimizing food loss. |
Tian and Zheng (2022) [48] | This study simulates different government policies (incentive-guided and punishment-inhibited) and caterer interventions (prior and resultant interventions) to reduce food waste. |
Tuah et al. (2022) [49] | Development of a mobile application that includes gamification elements (points, rankings, levels, rewards) to encourage proper food waste disposal and enhance user engagement. The app supports waste collection, disposal, and tracking processes using the Black Soldier Fly (BSF) decomposition method. |
Miller et al. (2023) [50] | *Farm to Fork* serious game, where students engage with a simulated food system to learn about food production, waste, and healthy choices. Discussions reinforced key lessons. |
Jespersen et al. (2023) [51] | FoodFighters app that encourages users to take pictures of food items, customize them into "Food Fighters," and use them in battles against other players. |
Jung (2023) [52] | Wearable device (CoCo) that provides feedback on composting habits, tracks composting locations, and gives emotional responses (tail wagging) based on user behavior. |
Löchtefeld et al. (2023) [53] | Development of the FridgeSort game, where users learn to sort fridge items correctly through interactive levels and receive points for accuracy and speed. |
Perera et al. (2023) [54] | Survey and follow-up interviews to understand household practices, followed by recommendations for designing interventions tailored to household contexts and practices. |
Pajpach et al. (2023) [55] | Development of the Exspiro mobile app that notifies users of impending food expiration, suggests recipes using food nearing its expiration date, and provides statistical feedback on household food waste. |
Rodrigues et al. (2023) [56] | Interdisciplinary educational outdoor quiz, in a treasure hunt approach, that challenges users to find specific locations with AR. |
Vasconcelos et al. (2023) [57] | A mobile game designed for children aged 9-12, focusing on food storage, leftover management, and meal planning. The game features a character named Chef Eduardo who guides players through tasks aimed at reducing food waste. |
Yu et al. (2023) [58] | Two-week campaign at HKUST involving over 200 participants. Participants logged food-saving actions via the mobile app and received rewards and badges for their efforts. The system included a dashboard displaying real-time food waste data and tips. |
Elnakib et al. (2024) [59] | Six 45-min lessons including informative videos, PowerPoint slides, hands-on activities, and games. |
Hamada et al. (2024) [60] | App with gamification. |
Santa Cruz et al. (2024) [61] | Development of an interactive educational platform with gamified sections, including quizzes and challenges focused on nutrition, sustainability, and food science. |
Food Waste Stage | Interventions from Reviewed Studies |
---|---|
Before Purchase (Production and Processing) | - Gamified policy simulations for food waste reduction (e.g., Tian and Zheng, 2022) [48]. |
- Gamification in supply chain education and management (e.g., Sato and Mizuyama, 2022; Sato et al., 2018) [36,47]. | |
After Purchase (Retail and Consumption) | - Smart inventory tracking to prevent food spoilage (e.g., Pajpach et al., 2023) [55]; (Jespersen et al., 2023) [51]; Game-based learning to improve food literacy and waste awareness (e.g., Miller et al., 2023) [50]. |
- Gamification strategies reducing impulse buying (e.g., Anderson and Reid, 2019) [37]. | |
- Educational serious games for portion control and meal planning (e.g., Vasconcelos et al., 2023) [57]; (Hamada et al., 2024) [60]. | |
- Reward-based interventions promoting mindful consumption (e.g., Dolnicar et al., 2020) [38]. | |
- Food labeling and date awareness education (e.g., He et al., 2021) [43]; (Seiler et al., 2022) [46]. | |
- Behavioral interventions targeting food purchasing habits (e.g., Elnakib et al., 2024) [59]. | |
- Gamification encouraging household cooperation and social norm adherence (e.g., Yu et al., 2023) [58]. | |
- Augmented reality and gamified apps guiding storage practices (e.g., Löchtefeld et al., 2023) [53]. | |
- Emotional engagement fostering responsible food consumption (e.g., Sinclair et al., 2021) [42]. | |
- Gamified nutrition education improving food-related behaviors (e.g., Santa Cruz et al., 2024) [61]. | |
- Chatbot-driven gamification for influencing food purchases and consumption (e.g., Fadhil, 2017) [34]. | |
- FIT Game interventions promoting vegetable consumption in schools (e.g., Joyner et al., 2017) [35]. | |
Disposal and Composting | - Gamified solutions for composting and organic waste management (e.g., Jung, 2023) [52]. |
- Serious games and interactive learning promoting responsible disposal (e.g., Rodrigues et al., 2023) [56]. | |
- VR-based waste reduction education (e.g., Seiler et al., 2022) [46]. | |
- Gamified waste sorting interventions (e.g., Gaggi et al., 2020) [39]; (Nkwo et al., 2021) [44]. | |
- Persuasive system design strategies to promote sustainable waste disposal (e.g., Nkwo et al., 2021) [44]. | |
- Gamified food sharing and redistribution platforms (e.g., Yu et al., 2023) [58]. | |
- Incentivized structures for food donation and reuse (e.g., Perera et al., 2023) [54]. | |
- AI-powered gamification tracking disposal behaviors (e.g., Hamada et al., 2024) [60]. | |
- Reward-based interventions to minimize edible food disposal (e.g., Tuah et al., 2022) [49]. | |
- Smart waste sorting bins leveraging gamification (e.g., Jacobsen et al., 2020) [40]. | |
- Gamified disposal tracking and awareness campaigns using smart bins (e.g., Altarriba et al., 2017) [33]. |
Author (Year) | Outcomes |
---|---|
Altarriba et al. (2017) [33] | Intended to raise awareness and reduce food waste (prototype stage). |
Fadhil (2017) [34] | Increased awareness and knowledge about healthy eating and food waste reduction among primary school students; preliminary results suggest enhanced engagement and learning outcomes compared to traditional methods. |
Joyner et al. (2017) [35] | Significant increase in vegetable consumption (99.9% increase) during intervention phases, demonstrating that gamified approaches can effectively promote healthier eating habits in school settings. |
Sato et al. (2018) [36] | Increased awareness of supply chain issues and milk waste; educational impact demonstrated through pre- and post-game questionnaires showing improved understanding of food waste issues. |
Anderson and Reid (2019) [37] | Group decision-making deferred choices to purchase high-risk multi-buy offers, potentially reducing food waste. |
Dolnicar et al. (2020) [38] | The intervention led to a 34% reduction in plate waste, demonstrating the effectiveness of gamification in reducing food waste. |
Gaggi et al. (2020) [39] | Improved knowledge and practices in waste sorting among users, evidenced by higher quiz scores and better game performance over levels. |
Jacobsen et al. (2020) [40] | Enhanced awareness and engagement in waste sorting, playful interaction leading to increased interest and better understanding of proper waste sorting practices. |
Soma et al. (2020) [41] | Only the gamification group had a marginally significant result in reducing edible food waste (p = 0.07). Frequent gamers generated less edible food waste than infrequent gamers. |
Sinclair et al. (2021) [42] | Increased awareness and strong emotional reactions to food waste. Encouraged reflection on consumption habits through an interactive, loss-based design. |
He et al. (2021) [43] | Increased awareness and motivation to save food, improved food-saving habits through engaging and educational experiences. |
Nkwo et al. (2021) [44] | Improved user engagement and effectiveness of apps employing multiple persuasive strategies, correlation between the number of strategies used and app effectiveness. |
Haas et al. (2022) [45] | Increased user engagement, improved awareness and knowledge about food waste, positive behavior change intentions among users, high perceived app quality. |
Seiler et al. (2022) [46] | Significant positive effects on perceived learning outcomes (PLO) and intention to use (ITU) the VR application, with gamified elements enhancing user engagement and learning. |
Sato and Mizuyama (2022) [47] | Increased awareness and knowledge about food loss and waste among players, improved understanding of supply chain dynamics and strategies for reducing waste. |
Tian and Zheng (2022) [48] | This study finds that a combination of government incentives and penalties, along with active caterer interventions, can effectively reduce food waste by aligning consumer behavior with desired social norms. |
Tuah et al. (2022) [49] | Increased user involvement and motivation to properly dispose of food waste, improved food waste management practices, and enhanced BSF production for sustainable waste management. |
Miller et al. (2023) [50] | Increased awareness of food systems, waste, and healthy eating choices among students. Participants requested additional content on food handling and processing. |
Jespersen et al. (2023) [51] | Preliminary studies showed improved memory retention of food items and increased engagement, indicating potential for reduced food waste through better awareness of existing food stocks. |
Jung (2023) [52] | Increased awareness and motivation to compost among users; improved composting habits due to engaging and empathic design. |
Löchtefeld et al. (2023) [53] | Participants quickly learned and retained the fridge-sorting method, suggesting potential for real-world application and reduction in food waste. |
Perera et al. (2023) | Insights into household consumption patterns, identification of barriers to sustainable practices, and opportunities for designing more effective interventions to reduce food waste and other forms of household consumption. |
Pajpach et al. (2023) [55] | Increased awareness and reduction in food waste due to timely notifications and practical recipe suggestions; statistical module helps users understand and manage their food waste better. |
Rodrigues et al. (2023) [56] | The food waste question only had one team select an incorrect answer. Among the options “recycling”, “renewable energies”, “food waste”, and “ocean plastic pollution”, “ocean plastic pollution” was the one that most concerned them (13 students). |
Vasconcelos et al. (2023) [57] | Increased engagement and awareness about food waste among children; improved food-saving habits through gameplay and interactive learning. |
Yu et al. (2023) [58] | Increased awareness of food waste issues and promoted food-saving behavior among participants. The campaign logged over 800 food-saving actions and highlighted the effectiveness of combining data visualization and gamification to foster sustainable habits. |
Elnakib et al. (2024) [59] | Significant improvements in knowledge, social norms, behavioral intentions, and perceived behavioral control post-intervention in the experimental group compared to the control group. |
Hamada et al. (2024) [60] | Focus group/exploratory stage. Presented interest on the subject. |
Santa Cruz et al. (2024) [61] | Improved food nutrition knowledge and dietary habits among children and parents, contributing to reduced food waste. |
Underlying Reasons for Food Waste | Measures to Reduce and Prevent Food Waste |
---|---|
Understanding and Perceptions of Food Waste | |
Lack of awareness about the amount of food wasted | - Information campaigns on food waste as an environmental, economic, and social problem (e.g., Bassanelli et al., 2022 [24]). |
- Data visualization dashboards for real-time food waste tracking (e.g., Yu et al., 2023 [58]). | |
- Mobile applications that monitor household food waste (e.g., Pajpach et al., 2023 [55]). | |
Insufficient concern about food waste | - Gamified interventions promoting awareness and social responsibility (e.g., Sinclair et al., 2021 [42]; Vasconcelos et al., 2023 [57]). |
- Virtual reality experiences illustrating the environmental impact of food waste (e.g., Seiler et al., 2022 [46]). | |
Acceptance of wasting food as a social norm | - Communication campaigns reinforcing the idea that food waste is socially and morally unacceptable (e.g., Joyner et al., 2017 [35]). |
- Gamified interventions rewarding sustainable behaviors (e.g., Dolnicar et al., 2020 [38]). | |
Food-Related Household Practices and Routines | |
Lack of planning for food shopping and meals | - Interactive tools for meal planning and inventory tracking (e.g., Exspiro app by Pajpach et al., 2023 [55]). |
- Mobile apps providing reminders and meal suggestions based on expiry dates (e.g., Hamada et al., 2024 [60]). | |
Lack of control on food supply and location at home | - Smart fridges and food inventory tracking applications (e.g., Löchtefeld et al., 2023 [53]). |
- Digital reminders for food expiration and storage optimization (e.g., Jespersen et al., 2023 [51]). | |
Inadequate communication between household members | - Collaborative mobile apps that allow multiple household members to track shared food inventory (e.g., He et al., 2021 [43]). |
Shopping and Consumption Behaviors | |
Preference for fresh food/lack of acceptance of imperfect food | - Education efforts promoting acceptance of visually imperfect but edible food (e.g., Perera et al., 2023 [54]). |
- Gamified supermarket campaigns encouraging purchases of food nearing expiration (e.g., Tian and Zheng, 2022 [48]). | |
Time constraints and convenience-oriented shopping | - Pre-packaged meal kits and portion control strategies (e.g., Vasconcelos et al., 2023 [57]). |
- Gamification elements encouraging mindful food purchasing (e.g., Anderson and Reid, 2019 [37]). | |
Storage and Food Management Practices | |
Improper and unsystematic storage practices | - Gamified educational platforms improving storage knowledge (e.g., Santa Cruz et al., 2024 [61]). |
Cooking and Eating Habits | |
Over-preparation of food | - Training programs on portion control and smart cooking habits (e.g., Gaggi et al., 2020 [39]). |
- Mobile applications suggesting portion sizes based on user input (e.g., Tuah et al., 2022 [49]). | |
Lack of knowledge and skills for cooking with leftovers | - Serious games and educational apps teaching creative ways to repurpose leftovers (e.g., Rodrigues et al., 2023 [56]). |
- Gamification rewarding users for using leftovers effectively (e.g., Sato and Mizuyama, 2022 [47]). | |
Eating out in restaurants/large plate sizes | - Reducing portion sizes and offering "half-portion" options in gamified restaurant settings (e.g., Dolnicar et al., 2020 [38]). |
Food Safety Perceptions and Edibility Awareness | |
Confusion about date labels | - Streamlining and optimizing food labeling systems (e.g., Seiler et al., 2022 [46]). |
- Mobile apps providing education on food safety and expiration dates (e.g., He et al., 2021 [43]). | |
Concerns about foodborne illnesses and food safety | - VR simulations teaching proper food storage and expiration awareness (e.g., Seiler et al., 2022 [46]). |
Disposal and Waste Justification | |
Justification of food waste due to composting, feeding pets, or recycling | - Gamified systems encouraging composting and proper disposal (e.g., Jung, 2023 [52]). |
- Wearable technology providing feedback on composting behaviors (e.g., Compost Companion by Jung, 2023 [52]). |
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Santos, E.; Sevivas, C.; Carvalho, V. Managing Food Waste Through Gamification and Serious Games: A Systematic Literature Review. Information 2025, 16, 246. https://doi.org/10.3390/info16030246
Santos E, Sevivas C, Carvalho V. Managing Food Waste Through Gamification and Serious Games: A Systematic Literature Review. Information. 2025; 16(3):246. https://doi.org/10.3390/info16030246
Chicago/Turabian StyleSantos, Ezequiel, Cláudia Sevivas, and Vítor Carvalho. 2025. "Managing Food Waste Through Gamification and Serious Games: A Systematic Literature Review" Information 16, no. 3: 246. https://doi.org/10.3390/info16030246
APA StyleSantos, E., Sevivas, C., & Carvalho, V. (2025). Managing Food Waste Through Gamification and Serious Games: A Systematic Literature Review. Information, 16(3), 246. https://doi.org/10.3390/info16030246