CC13 - Gamification Business Case for Climate Change Impact Software

Project start and end dates:
2020-01-16 to 2020-04-20

Goals & Objectives

We are in the design and planning phase of a new climate change impact planning product (related to “UN Sustainable Development Goal 13: Take urgent action to combat climate change and its impacts“). The product will be a desktop website and mobile app that will recommend a set of actions that ordinary citizens can take to avoid, mitigate, adapt, or rebuild from climate change disasters.

In order to make it attractive and fun to use, we have been advised to add a gamification feature (points, badges, levels, social feedback, etc) to the proposed mobile and desktop applications.

Before investing time and money in developing such a feature, we would like assistance researching and preparing a business case for the gamification feature, including research for likely implementation and ongoing administration costs, ROI, user experience improvements, and other analysis. As a stretch goal, you can look at gamification business cases to identify the costs of using commercially-available off-the-shelf (COTS) solutions vs customized development, and propose a high level implementation plan to roll out gamification feature in our application.

Project Outcome

The University of Toronto students were tasked with evaluating a business case for a gamification feature that could be used in a climate change software portal and mobile app. The team assisted us by researching and preparing the business case for the gamification feature, investigating the feasibility,  customer segments, and implementation and administration costs.

The project work was extremely thorough, well thought out, and well communicated and presented.

During their detailed research effort they explored many potential customer segments that the gamification feature could appeal to, including citizens, schools, and NGOs. They produced an implementation plan including likely costs and funding methods and sources.

Their recommendations are well-researched, practical, and logical. Just as importantly, their proposed gamification model contributed greatly to our knowledge of the work, opportunity, and implementation details required to implement such a feature.

Overall the team’s result exceeded our expectations and is a great credit to them!


We would like to thank the students and teaching staff of RSM 466 – Environmental and Social Responsibility for Managers course. *

* For privacy reasons, we only list people who gave us permission to do so. Did you contribute to this project? Contact us to be added!

Related Project

OASIS: Software Solutions for Climate Change Problems

Software can help the world respond to climate change impacts and disasters.

In 2019 we set out to investigate if there is a need for a solution that gives citizens personalized help preparing for and recovering from climate change impacts and lets trusted authorities assist them and report on their results.

As part of this effort, a great deal of market and technical research was conducted over the last few years. Over 140 students have been involved so far, in dozens of academic institutions in Canada and internationally.

Our greatest finding is the willingness of citizens to take responsibility and help themselves, their neighbors and community plan for, mitigate and recover from climate change impacts and disasters. We also confirmed that a software solution can be built to help overcome the barriers they face when trying to do so.

Now we’re working on a prototype and sharing our findings and progress. Find out more on our OASIS project website!

Academic Institution

University of Toronto

Toronto, Ontario

The University of Toronto is a public research university in Toronto, Ontario, Canada, located on the grounds that surround Queen’s Park. It was founded by royal charter in 1827 as King’s College, the first institution of higher learning in the colony of Upper Canada.

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