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Project cooperationUpdated on 5 December 2025

Gamification & Behavioural Tools for Conscious Consumption

Project manager at Comparative Research Network

Berlin, Germany

About

Expertise: Through the Conscious Consumption (CoCo) project and other initiatives, CRN has developed serious games and gamified learning tools aimed at promoting sustainable consumption in areas such as food, clothing, energy, and circular lifestyle.

What we bring:

  • Serious Games & game jams: Creative, participatory approaches to engage citizens, especially non-academic or vulnerable groups, in understanding and adopting sustainable consumption habits.

  • Behavioural change strategies: Methods to influence real-life consumer behaviours — reuse, repair, conscious purchasing, circular choices.

  • Inclusive outreach: Tools designed to engage diverse populations, including those with lower formal education, migrants, youth, or people from marginalized communities.

  • Co-creation & social innovation: Participatory development of game-based learning, ensuring high acceptance and relevance for target groups.

Our role:

  • Partner for Education, Behavioural Science, Social Innovation, Communication & Dissemination; WP-lead for awareness raising, behavioural change, social acceptance, user engagement, outreach.

Ideal consortia:

  • Projects under Cluster 6 (circular economy, textiles, bio-based systems, waste prevention) or under sustainable food systems, where consumer behaviour and lifestyle change is a key barrier.

  • Projects needing tools to shift consumption patterns, raise awareness, or ensure social uptake of sustainable models.

Why CRN:
Because many technical circular or sustainability projects face a “behavioural gap”: technology alone doesn’t change habits. CRN provides ready-to-use, tested methods to bridge this gap via gamification and participatory tools.

Type

  • Partner looking for consortium

Organisation

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