Olsson, Ingrid
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Gamifying Social Change: Designing a Mobile Game to Promote Pro-Environmental Behaviors as a Social Entrepreneurship Initiative Wong, Lucas; Jiwon, Seo; Olsson, Ingrid; Riatmaja, Dodi Setiawan
Journal of Social Entrepreneurship and Creative Technology Vol. 2 No. 4 (2025)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jseact.v2i4.2642

Abstract

The environmental “attitude-action gap” persists, as most “green apps” fail to motivate users or achieve long-term financial sustainability. This study aims to design, develop, and test a mobile game framework that bridges this gap by integrating behavioral psychology with a sustainable social entrepreneurship model. Design-Based Research (DBR) approach was used, culminating in a 6-week, mixed-methods pilot study (n=500). Data was collected via in-game analytics, pre/post-test surveys (Pro-Environmental Behavior Scale, PEBS; Intrinsic Motivation Inventory, IMI), and qualitative interviews. The intervention yielded strong engagement (28.1% Wk6 retention) and a statistically significant increase in self-reported Pro-Environmental Behaviors (PEBS) (p < .001, Cohen’s d = 0.82). High intrinsic motivation (4.4/5.0 IMI) was observed, with ‘Social Relatedness’ (? = .45) being the strongest predictor of retention. The B2C social enterprise model was validated., when co-designed as a social enterprise, is empirically validated as an effective and sustainable framework for motivating PEBs. The model successfully bridges the attitude-action gap by prioritizing social connection.
VR For Good: A Socio-Preneurship Model Utilizing Virtual Reality Exposure Therapy (VRET) for Affordable Mental Health Services Thompson, Ethan; Lim, Sofia; Olsson, Ingrid
Journal of Social Entrepreneurship and Creative Technology Vol. 2 No. 6 (2025)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jseact.v2i6.2988

Abstract

The global mental health crisis continues to escalate, with millions of individuals facing barriers to accessing affordable care. Traditional mental health services, while effective, are often inaccessible due to high costs, geographic barriers, and limited availability. This research proposes a socio-preneurship model that leverages Virtual Reality Exposure Therapy (VRET) as a scalable, cost-effective solution to address these challenges. The study aims to explore the feasibility and effectiveness of utilizing VRET within a socio-preneurship framework to provide affordable mental health services to underserved populations. A mixed-methods approach was employed, combining quantitative measures of anxiety and stress reduction with qualitative interviews to assess user satisfaction and engagement. Participants were divided into a VR therapy group and a control group receiving traditional therapy. The results demonstrated significant improvements in anxiety and stress levels for the VR therapy group compared to the control group, alongside higher levels of user engagement and satisfaction. The study concludes that VRET, when integrated into a socio-preneurship model, offers a viable, accessible, and effective solution to providing mental health services in underserved communities. This approach not only improves mental health outcomes but also creates sustainable, scalable systems for addressing mental health disparities.