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Purpose This study aims to demonstrate that gamification applied to an environmental behavior can create a habit. For this, it is necessary to determine the connection between traveler satisfaction and the different kinds of stimulus (extrinsic, intrinsic and internalized extrinsic). Design/methodology/approach Survey data was gathered from gamers invited to answer a questionnaire after using an app in field experimentation in pilot cities in France, Spain and Portugal designated by the UrbanWaste committee (European Project). All data were studied using path equation modeling in AMOS software to test the study's dimensions and proposed research model. Findings This study showed that, although gamification tools may be necessary to generate a habit in the first phase, these tools are superfluous when this habit is internalized. Originality/value This study's originality lies in the relationship between traveler satisfaction with gamification and the generation of an environmental practice that also contributes to forming a positive image of the host destination.
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Aguiar-Castillo et al. (2023) studied this question.
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