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Item type:Publication, Electronic Word of Mouth and Sustainability: A Bibliometric Approach(Springer Nature Switzerland, 2026); ; ; Guadalupe-Lanas, JorgeElectronic word of mouth (eWOM) is a type of human-computer interaction that comprises simple, two-way communication, disseminating information about companies, brands, and products through digital spaces. Given the significant interest in eWOM, various extant studies have sought to structure this field of study through a bibliometric approach. As the literature on eWOM has continued to grow, bibliometric studies on eWOM have begun to be specialized. Following this line of work, the present bibliometric study seeks to unravel eWOM’s structure as it applies to sustainability, a topic of great current importance. Using the Scopus database, 1,968 documents were identified. Descriptive and productivity analyses characterize the field of eWOM and sustainability as a rapidly growing and multidisciplinary field, in which China and the United States stand out in the literature. Science mapping analyses have identified four clusters of terms associated with research lines: 1) human behavior in eWOM, 2) social aspects of eWOM and sustainability, 3) eWOM’s impact on sustainability and tourism, and 4) eWOM’s technological aspects and measurement. The overlay visualization of term analysis reveals an evolution in research interest, progressing from technological aspects, through economic and behavioral aspects, to the current emphasis on sustainability and tourism. Finally, this study discusses these results’ implications for theory and practice. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Designing the UI/UX of a Gamified Platform to Raise Awareness About Water Conservation Using the User-Centered Design Method(Springer Nature Switzerland, 2026); ; ; ;Sanchez-Gordon, SandraAcosta-Vargas, PatriciaWater conservation and responsible usage are critical to ensuring the sustainability of life on Earth. Raising awareness about these practices is essential to fostering behavioral changes in everyday life. This study aimed to design a gamified environment, integrating both digital and physical mediums, to promote awareness of water conservation. The proposed solutions included digital games, board games, interactive maps, and card games, blending entertainment with education. The research employed the Game Thinking methodology, involving ten master’s students specializing in user experience design. The process adhered to the principles of user-centered design across all phases. Initially, the problem of water scarcity was explained to participants, who subsequently proposed design concepts tailored to this issue. These concepts were developed into prototypes and tested with users representative of the intended age groups. Preliminary results from the first usability tests revealed areas for improvement. Feedback from peer reviews highlighted the need to enhance narrative elements, interface design, usability, and accessibility. Iterative refinements based on this feedback significantly improved the prototypes’ alignment with the project’s educational objectives. In conclusion, the study demonstrated the potential of gamification as a powerful tool for promoting water conservation awareness. Future work will focus on completing functional prototypes and evaluating their impact in real-world settings to measure their effectiveness in instilling responsible water usage behaviors
