title: Embracing uncertainty: Informing decisions on flood risk and land use planning in a changing climate

authors: Hanna, Christina Jane

abstract: To increase resilience, decisionmakers must embrace uncertainty by shifting from static planning to adaptive strategies incorporate scenarios, national equitable multiple that future support consistent policy, access and ensure to and understanding of evolving flood risk information.

text: Embracing uncertainty: Informing decisions on flood risk and land use planning in a changing climate To increase resilience, decisionmakers must embrace uncertainty by shifting from static planning to adaptive strategies incorporate scenarios, national equitable multiple that future support consistent policy, access and ensure to and understanding of evolving flood risk information.

year: 2025

title: Modeling China’s energy consumption behaviour and changes in energy intensity

authors: Ma, Hengyun

subjects: China

abstract: China's demand for energy has grown to fuel its rapidly expanding industrial, commercial and consumer sectors. At the same time, China has become the second largest consumer of petroleum products having surpassed Japan for the first time in 2003. The environmental consequences of a continuation of these trends will have global implications. Government policies and consumers have become more environmentally aware, but the ability of governments to formulate policies has been hindered by the lack of data on inter-factor and inter-fuel substitution possibilities. In this paper Allen partial elasticities of factor and energy substitution, and price elasticities of energy demand are calculated for China's industrial economy using a two-stage translog cost function approach for the period 1995–2004. The results suggest that energy is substitutable with both capital and labor. Coal is significantly substitutable with electricity and slightly complementary with oil, while oil and electricity are slightly substitutable. China's energy intensity is increasing during the study period and the major driver appears to be due to the increased use of energy-intensive technology.

text: Modeling China’s energy consumption behaviour and changes in energy intensity China's demand for energy has grown to fuel its rapidly expanding industrial, commercial and consumer sectors. At the same time, China has become the second largest consumer of petroleum products having surpassed Japan for the first time in 2003. The environmental consequences of a continuation of these trends will have global implications. Government policies and consumers have become more environmentally aware, but the ability of governments to formulate policies has been hindered by the lack of data on inter-factor and inter-fuel substitution possibilities. In this paper Allen partial elasticities of factor and energy substitution, and price elasticities of energy demand are calculated for China's industrial economy using a two-stage translog cost function approach for the period 1995–2004. The results suggest that energy is substitutable with both capital and labor. Coal is significantly substitutable with electricity and slightly complementary with oil, while oil and electricity are slightly substitutable. China's energy intensity is increasing during the study period and the major driver appears to be due to the increased use of energy-intensive technology.

year: 2009

title: Using gamification to support positive health behaviour change: A kaupapa Māori approach

authors: Jefferies, Dannette (Dannie) Louise

subjects: Gamification

abstract: As our lives become increasingly technology-dependent, healthcare practitioners and researchers recognise the opportunities to deliver effective digital healthcare initiatives to improve patient outcomes. Gamification is one such technological approach to consider. While some important work has been done in gamification, to date, there have been few gamified healthy lifestyle intervention studies undertaken within an Indigenous or minority population. Therefore, this research extends the current knowledge of gamification with a focus on an Indigenous population.
Māori are the Indigenous People of New Zealand, and as in many other colonised countries, Māori are over-represented in obesity statistics; a factor which contributes to significant health inequities, such as a higher incidence of chronic illness among Māori people. Gamification may be an effective means of supporting positive lifestyle choices (e.g., increased physical activity) to reduce the prevalence of chronic illness. This research takes a Kaupapa Māori approach to address the research question: How can gamification support positive health behaviour change? Kaupapa Māori is a philosophical Māori-centric approach that ensures tino rangatiratanga (the right to self-determination). The research approach follows Māori tikanga (customary practices) and recognises the importance of Te Reo Māori (Māori language) and Te Ao Māori (a Māori worldview).
This research followed a design science research (DSR) process and consisted of two phases: Phase One was a prototype design phase, and Phase Two evaluated the prototype. Phase One involved a series of co-design hui (focus groups) to explore the social context and health aspirations of Māori and to ideate potential solutions. Phase One found that normative beliefs strongly influence effective gamification design preference for Māori and that culturally-tailored design is effective for Māori; a notion that contradicts previous Western-oriented gamification implementations. Phase Two consisted of a cross-sectional survey and regression analysis to evaluate the prototype designed during Phase One. Major findings from Phase Two show that three critical factors predict whether Māori users would use the gamified intervention: Perceived Ease-of-Use; Māori-Centric Design; and the use of Whakataetae (competitive) persuasive design strategies.  
This research contributes to gamification literature by identifying the gamification elements that most significantly impact behavioural intention toward gamified health applications for Māori; knowledge that may be transferable to other Indigenous populations. The importance of implementing a competitive strategy contradicts previous literature on collectivist cultures and guides the development of future gamified interventions. This research also contributes to theoretical and practical knowledge by demonstrating that effective persuasive strategies are not universal; Māori-centric design is a self-determined approach that keeps the needs of the target audience central to the design of a solution. This research provides theory-driven practical guidelines for design processes and design decisions that are driven by the needs and aspirations of Māori.

text: Using gamification to support positive health behaviour change: A kaupapa Māori approach As our lives become increasingly technology-dependent, healthcare practitioners and researchers recognise the opportunities to deliver effective digital healthcare initiatives to improve patient outcomes. Gamification is one such technological approach to consider. While some important work has been done in gamification, to date, there have been few gamified healthy lifestyle intervention studies undertaken within an Indigenous or minority population. Therefore, this research extends the current knowledge of gamification with a focus on an Indigenous population.
Māori are the Indigenous People of New Zealand, and as in many other colonised countries, Māori are over-represented in obesity statistics; a factor which contributes to significant health inequities, such as a higher incidence of chronic illness among Māori people. Gamification may be an effective means of supporting positive lifestyle choices (e.g., increased physical activity) to reduce the prevalence of chronic illness. This research takes a Kaupapa Māori approach to address the research question: How can gamification support positive health behaviour change? Kaupapa Māori is a philosophical Māori-centric approach that ensures tino rangatiratanga (the right to self-determination). The research approach follows Māori tikanga (customary practices) and recognises the importance of Te Reo Māori (Māori language) and Te Ao Māori (a Māori worldview).
This research followed a design science research (DSR) process and consisted of two phases: Phase One was a prototype design phase, and Phase Two evaluated the prototype. Phase One involved a series of co-design hui (focus groups) to explore the social context and health aspirations of Māori and to ideate potential solutions. Phase One found that normative beliefs strongly influence effective gamification design preference for Māori and that culturally-tailored design is effective for Māori; a notion that contradicts previous Western-oriented gamification implementations. Phase Two consisted of a cross-sectional survey and regression analysis to evaluate the prototype designed during Phase One. Major findings from Phase Two show that three critical factors predict whether Māori users would use the gamified intervention: Perceived Ease-of-Use; Māori-Centric Design; and the use of Whakataetae (competitive) persuasive design strategies.  
This research contributes to gamification literature by identifying the gamification elements that most significantly impact behavioural intention toward gamified health applications for Māori; knowledge that may be transferable to other Indigenous populations. The importance of implementing a competitive strategy contradicts previous literature on collectivist cultures and guides the development of future gamified interventions. This research also contributes to theoretical and practical knowledge by demonstrating that effective persuasive strategies are not universal; Māori-centric design is a self-determined approach that keeps the needs of the target audience central to the design of a solution. This research provides theory-driven practical guidelines for design processes and design decisions that are driven by the needs and aspirations of Māori.

year: 2023