Simple, practical actions to simplify waste sorting in daily life.
Gamification
We transform environmental education and access to services into an interactive experience, using Junker as a platform for citizen engagement, data collection, and direct communication with residents.
Three behavioral drivers of Junker’s gamification

1
Cognitive Empowerment
Educational content and quizzes to improve knowledge of waste sorting and environmental services, clarify doubts about proper waste disposal, and strengthen citizens’ environmental awareness.
2
Enabling change
3
Extrinsic motivation
Rewards, promotional items and coupons to encourage citizen participation, engage less active users, and encourage sustainable behaviors.
Junker Gamification: The Project for COREPLA
COREPLA Play Green
The gamification for COREPLA—the national consortium for the collection, recycling, and recovery of plastic packaging— was developed by Junker in collaboration with greenApes to educate citizens on how to identify and correctly dispose of plastic.


Users took on four different challenges
- The Fake news about plastic: 3 levels featuring videos to engage participants and scanning activities
- Can You Recognize Plastic?: 3 levels focused on guided packaging scanning
- The Second Life of Plastic: 3 additional levels with quizzes and longer, in-depth videos
- Bonus Challenge – Plastic Hero: bonus content for the most active participants
