Anthropology is traditionally broken into several subfields, physical/biological anthropology, social/cultural anthropology, linguistic anthropology, archaeology, and sometimes also applied anthropology. Anthropology of the environment, or environmental anthropology, is a specialization within the field of anthropology that studies current and historic human-environment interactions. Although the terms environmental anthropology and ecological anthropology are often used interchangeably, environmental anthropology is considered by some to be the applied dimension of ecological anthropology, which encompasses the broad topics of primate ecology, paleoecology, cultural ecology, ethnoecology, historical ecology, political ecology, spiritual ecology, and human behavioral and evolutionary ecology. However, according to Townsend (2009: 104), “ecological anthropology will refer to one particular type of research in environmental anthropology—field studies that describe a single ecosystem including a human population and frequently deal with a small population of only a few hundred people such as a village or neighborhood.” Kottak states that the new ecological anthropology mirrors more general changes in the discipline: the shift from research focusing on a single community or unique culture “to recognizing pervasive linkages and concomitant flows of people, technology, images, and information, and to acknowledging the impact of differential power and status in the postmodern world on local entities. In the new ecological anthropology, everything is on a larger scale” (Kottak 1999:25). Environmental anthropology, like all other anthropological subdisciplines, addresses both the similarities and differences between human cultures; but unlike other subdisciplines (or more in line with applied anthropology), it has an end goal—it seeks to find solutions to environmental damage. While in our first volume (Shoreman-Ouimet and Kopnina 2011) we criticized Kottak’s anthropocentric bias prioritizing environmental anthropology's role as a supporter of primarily people's (and particularly indigenous) interests rather than ecological evidence. In his newer 2 publication, Kottak (2010:579) states: “Today’s ecological anthropology, aka environmental anthropology, attempts not only to understand but also to find solutions to environmental problems.” And because this is a global cause with all cultures, peoples, creeds, and nationalities at stake, the contributors to this volume demonstrate that the future of environmental anthropology may be more focused on finding the universals that underlie human differences and understanding how these universals can best be put to use to end environmental damage. This is an Accepted Manuscript of a book chapter published by Routledge/CRC Press in "Environmental Anthropology: Future Directions" on 7/18/13 available online: https://doi.org/10.4324/9780203403341 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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Education is a key factor to respond to the threat of climate change, increasing not only knowledge but also encouraging changes in attitudes and behaviors to adopt sustainablelifestyles. Scholars and practitioners in the field of education call for innovative ways of engaging youth—a reason why gamification has gained more attention in recent years. This paper aims atexploring the role of gamification in aecting pro-environmental behavioral change and searching for best practices for educational purposes. For that aim, pro-environmental gamification platforms are identified and analyzed by applying two dierent frameworks: the Octalysis Framework and the Climate Change Engagement through Games Framework. After scanning 181 cases, a final sample of six is analyzed and two of them are selected as best practices with higher potential to engage users inpro-environmental behavioral change: SaveOhno and JouleBug. Meaning, ownership, and social influence, as well as achievability, challenge, and credibility, are seen as core elements that canincrease the success of gamification platforms. In conclusion, the more attributes are enclosed in the gamification design, the stronger physical and mental connections it builds up with participants.Insights from this study can help educators to select best practices and gamification designers to better influence behavioral change through game mechanics.
This chapter addresses environmental education as an important subject of anthropological inquiry and demonstrates how ethnographic research can contribute to our understanding of environmental learning both in formal and informal settings. Anthropology of environmental education is rich in ethnographies of indigenous knowledge of plants and animals, as well as emotional and religious engagement with nature passed on through generations. Aside from these ethnographies of informal environmental education, anthropological studies can offer a critical reflection on the formal practice of education, especially as it is linked to development in non-Western countries. Ethnographic and critical studies of environmental education will be discussed as one of the most challenging directions of environmental anthropology of the future. This is an Accepted Manuscript of a book chapter published by Routledge/CRC Press in "Environmental Anthropology: Future Directions" on 7/18/13 available online: https://doi.org/10.4324/9780203403341 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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Currently, many novel innovative materials and manufacturing methods are developed in order to help businesses for improving their performance, developing new products, and also implement more sustainability into their current processes. For this purpose, additive manufacturing (AM) technology has been very successful in the fabrication of complex shape products, that cannot be manufactured by conventional approaches, and also using novel high-performance materials with more sustainable aspects. The application of bioplastics and biopolymers is growing fast in the 3D printing industry. Since they are good alternatives to petrochemical products that have negative impacts on environments, therefore, many research studies have been exploring and developing new biopolymers and 3D printing techniques for the fabrication of fully biobased products. In particular, 3D printing of smart biopolymers has attracted much attention due to the specific functionalities of the fabricated products. They have a unique ability to recover their original shape from a significant plastic deformation when a particular stimulus, like temperature, is applied. Therefore, the application of smart biopolymers in the 3D printing process gives an additional dimension (time) to this technology, called four-dimensional (4D) printing, and it highlights the promise for further development of 4D printing in the design and fabrication of smart structures and products. This performance in combination with specific complex designs, such as sandwich structures, allows the production of for example impact-resistant, stress-absorber panels, lightweight products for sporting goods, automotive, or many other applications. In this study, an experimental approach will be applied to fabricate a suitable biopolymer with a shape memory behavior and also investigate the impact of design and operational parameters on the functionality of 4D printed sandwich structures, especially, stress absorption rate and shape recovery behavior.
The production, use, disposal and recovery of packaging not only generates massive volumes of waste, it also consumes raw materials, water and energy (Fitzpatrick et al. 2012). Simultaneously, consumers have shown an increasing interest in products incorporating sustainable and social attributes (Kletzan et al., 2006). As a result, environmentally friendly packaging, also called ecofriendly or sustainable packaging, has become mainstream. In this context, packaging is more than just ensuring the product's protection and easing transportation, it is also a communicative tool (Palmer, 2000) and it becomes associated with multiple drivers of the purchasing process. Consequently, companies face pressure to innovate responding to consumer demands, and focusing on sustainable solutions that reduce harmful materials and favour green alternatives for both, the product and the packaging. Although the above has triggered research on consumer choice for sustainable products and alternatives on sustainable packaging, the relation between sustainable packaging and consumer behaviour remains underexplored. This research unpacks this relationship, i.e., empirically verifies which dimensions (recyclability, biodegradability, reusability) of sustainable packaging are perceived and valued by consumers. Put differently, this research investigates consumer behaviour towards the functions of sustainable packaging in terms of product protection, convenience, reliability of information and promotion, and scrutinises the perceived credibility of the associated ethical responsibility claims. It aims to identify those packaging materials and/or sustainability characteristics perceived as more sustainable by consumers as well as the factors influencing actual consumer choice towards sustainable packaged products. We aim to gain more insights in the perceptual frame that different types of consumers apply when exposed to sustainable packaging. To this end, we will make use of revealed preference methods to measure consumer valuations of sustainable packaged products. This game-theoretic approach should provide a more complete depiction of consumers' perceptions and preferences.
i-DEMO aims at supporting EU tourism professionals in acquiring and developing key competences in game-based tourism in order to foster innovation and improve overall tourism organizations’ performance by: enhancing specific skills and competences in game-based tourism; designing an i-DEMO course "Game-based Tourism"; creating an i-DEMO toolkit to apply gamification to tourism; enhancing the application and replicability potential of innovative game-based solutions.Societal IssueThe tourism and hospitality industry has rapidly evolved with technological advancements, especially through ICT and the rise of the sharing economy. Digital platforms, social media, and mobile technologies have popularized gamification in tourism, creating engaging experiences and enhancing consumer loyalty. Gamification immerses tourists in simulated travel worlds, improving satisfaction, behavior, and involvement. Benefits include increased visitor engagement, loyalty, improved marketing, and support for sustainable tourism. However, despite its potential, gamification adoption remains limited in tourism. To address this, initiatives like i-DEMO aim to enhance skills and competences, improving employability in the evolving tourism market.Benefit to societyThe benefits that gamification can offer in the travel and tourism industry are: 1: More Engaged Visitors: we must not underestimate the immersion level that games can offer to travelers; 2: Increased Visitor Loyalty: when somebody is truly satisfied with their experience, they are much more likely to come back; 3: Improved Marketing for Hospitality and Tourism: tourism and hospitality have been the biggest ones impacted by all of the lockdown restrictions; consequently they are using all kinds of marketing methods to motivate people to start travelling; 4: Sustainability: gamification could help promote more environmentally, socially and culturally sustainable forms of tourism, supporting the twin green and digital transition.