01855nas a2200241 4500000000100000000000100001008004100002260001200043653002500055653001700080653001600097100001700113700001800130700001500148700002400163700001900187245006300206856009800269300001000367490000600377520121600383022001401599 2013 d c12/201310aAmbient Intelligence10aGamification10aEnvironment1 aFábio Silva1 aCesar Analide1 aLuís Rosa1 aGilberto Felgueiras1 aCedric Pimenta00aGamification, Social Networks and Sustainable Environments uhttp://www.ijimai.org/journal/sites/default/files/files/2013/10/ijimai20132_4_6_pdf_29055.pdf a52-590 v23 aIntelligent environments and ambient intelligence enabled systems provide means to gather rich information from both environments and its users. With the help of such systems, it is possible to foster communities of ambient intelligence systems with community driven knowledge, which is created by individual actions and setups in each of the environments. Such arrangements provides the potential to build systems that promote better practices and more efficient and sustainable environments by promoting the community best examples and engaging users to adopt and develop proactive behaviors to improve their standings in the community. This work aims to use knowledge from communities of intelligent environments to their own benefit. The approach presented in this work uses information from different environments, ranking them according to their sustainability assessment. Recommendations are then computed using similarity and clustering functions ranking users and environments, updating their previous records and launching new recommendations in the process. Gamification concepts are used in order to keep users motivation and engage them actively to produce better results in terms of sustainability a1989-1660