Gamified Media Design for Sustainable Campus Participation: A Two-Phase Evaluation of a Digital Recycling Communication Platform

Yongjuan Su, Ratanachote Thienmongkol, Ruethai Nimnoi

Abstract


Sustainable behaviour systems in higher education are increasingly delivered through mobile digital platforms, yet their role as media artefacts remains under-examined in media and communication research. This study addresses this gap by analysing a gamified WeChat Mini Program for campus recycling as a creative media design artefact that mediates user attention, feedback, identity, and participation. The study is motivated by a documented attitude–behaviour gap at a university campus in Jiangsu Province, China: 84.48% of surveyed students (N = 406) understood waste-sorting rules, while only 19.21% consistently practised correct sorting. Guided by Design Science Research, seven evidence streams were translated into the Evidence-Driven Dual-Engine Recycling Engagement Framework (EDRF), which was operationalised as a deployed WeChat Mini Program and evaluated across two field phases. Phase 1 confirmed operational reliability with 234 registered users, 446 verified submissions, 1,291.03 kg of recyclables, and 100% settlement success. Phase 2 activated the full gamified experience and produced positive expert evaluation (n = 14, M = 4.05/5.00) and student usability evaluation (n = 40, M = 4.00/5.00). Supplementary backend records further indicated continued operational activity after the structured evaluation window. The findings support the interpretation of gamified sustainability platforms as behaviour-mediating media artefacts, where feedback visibility, identity narrative, and institutional trust are central to sustained participation.


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DOI: https://doi.org/10.11114/smc.v14i4.8885

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Studies in Media and Communication      ISSN 2325-8071 (Print)   ISSN 2325-808X (Online)

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