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Environmental policy went out, but rarely made it into daily life. How Taiwan’s Ministry of Environment rewrote the equation with LINE games

78% of people know climate change is serious, yet only 18% have ever taken action. With a gamified LINE membership, OMO events, and connected public services, 20,000+ people joined in 113 days, 30,000 engaged, and nearly 250,000 actions were logged.

Social CRMGamificationSystem integration
people joined
20K+
people engaged
30K
actions logged
Nearly 250K

People in Taiwan do care about the environment. According to a 2023 sustainable behavior survey by Taiwan’s Environmental Protection Administration, 78% of people said they understand the issue of climate change, yet only 18% had ever actively taken part in a sustainability action.

They know, but they don’t act.

This gap isn’t caused by too little promotion. Each of us already receives more than 5,000 messages a day (source: Dentsu Aegis Network, Digital Society Report, 2022), so one more environmental message is just one more piece of noise. Even more striking, a 2024 study by the College of Communication at National Chengchi University found that while over 60% of people feel they already act green, 85% don’t know whether what they do “actually works, or is even noticed.”

The problem facing the Ministry of Environment wasn’t public apathy. It was that the existing communication channels gave action no visible outlet and no visible reward.

The Ministry’s challenge: policies went out, but rarely made it into people’s lives

The Ministry of Environment is the central government agency that coordinates and enforces environmental policy in Taiwan, leading long-term work on air pollution control, the circular economy, and climate change response. Its official LINE account is one of its main digital channels for policy communication. Until recently, it worked as a one-way broadcast: announcements, news, and event notices went out, with no way of knowing whether anyone cared.

Three core problems pushed that model to its limit:

First, messages were “visible” but didn’t “connect” to daily life. Policy messaging lacked a concrete point where it turned into action in people’s routines. Knowing today’s AQI is bad is one thing; knowing where to find the nearest green restaurant, or getting a reminder that your vehicle inspection is due next month, is another. The first is information. The second is a service.

Second, people “wanted to take part” but “couldn’t find” a practical way to do it. It’s not that nobody wants to go green. Within the existing communication framework, “going green” was simply too abstract: no tasks, no feedback, and no reason to come back next time.

Third, actions “happened” but “left no record.” Even when people joined an event or did something good for the environment, the government couldn’t see it, and people themselves forgot it right away. Without accumulation there’s no habit; without recognition there’s no motivation to keep going.

Key insight: the problem wasn’t too little promotion, but participation designed with no reward

When the Ministry of Environment approached OakMega, the core question was clear: how do you move policy communication from “we sent it out” to “something actually happened”?

Working through it, every answer pointed the same way: make every interaction visible, recordable, and cumulative.

People get hooked on games not because the games are inherently fun, but because games show every step of what you’ve done: your level, your achievements, the missions you completed today, and what you’ll unlock next time. What sustainability participation was missing wasn’t more promotion. It was this design logic.

What they did: three phases that build green actions into everyday conversations

OakMega and the Ministry of Environment rolled out the program on three levels: building identity and motivation in the short term, deepening immersion in the medium term, and becoming an integrated hub for action and services in the long term.

Short term: a personalized membership system, combining character binding and game mechanics

When new friends join, the system guides them through a member survey to set up their profile and topic preferences (they can subscribe to air quality, public services, resource recycling, climate change, and more), and immediately assigns the matching segmented rich menu.

The moment they finish binding their account, people receive 50 starting experience points and unlock their first gacha spin. The machine holds badges of environmental characters (Dr. Ride, Heibao, a sea turtle, a leopard cat, and more), sparking the intrinsic motivation to collect achievements from day one.

Every interaction after that keeps adding up: +1 for clicking a post, +5 for sharing a message, +10 for joining a designated event. Hit the threshold and the character levels up, titles unlock (from “Supporter” to “Explorer”), and new achievement pages are waiting to be explored. Every contact with the Ministry of Environment is no longer just “seeing a notification,” but “taking another step today.”

The Ministry of Environment’s LINE member binding flow: adding the official account, setting up the rich menu, filling in member details, earning points and spinning the gacha, and choosing subscription topics.

Medium term: OMO event design, combining online interaction and offline action

At the ministry’s past in-person events, people took part and that was it; their behavior data vanished into the crowd. OakMega’s OMO design turns every physical event into a trackable mission journey on LINE.

Dajia Mazu event (April 2025): Under the theme “Dajia Mazu Pilgrimage, Clean Taiwan,” people answered three environmental quiz questions on LINE, then drew a lot to receive a limited-edition Mazu badge. On the day of the event, they checked in at six on-site stations to collect points, and a full card could be redeemed for 5,000 Green Points. Online learning and offline action came together in a single journey, using the cultural pull of the Mazu pilgrimage to bring sustainable action into one of Taiwan’s biggest annual festivals.

The LINE mission flow for the Dajia Mazu environmental event: answer quiz questions to draw a limited badge, then check in at six on-site stations to collect points for Green Points.

World Environment Day plastic-reduction event (June 2025)

Visitors scanned a QR code on site to open the official LINE event page, picked up an online stamp card, and earned stamps by answering plastic-reduction quiz questions in order. Nine stamps earned a scratch card draw. From scan to prize, every step happened inside LINE, and every action was captured as data. On-site activity at the family fair became a trackable behavioral history.

After the event, participants’ preferences, engagement hotspots, and demographic traits all flowed back into the Social CRM dashboard, laying the groundwork for the next targeted broadcast.

Long term: two-way data integration, connecting public services and the LINE membership system

The third level brought static information scattered across the ministry’s website together into a sustainable living service center that people can use instantly inside LINE.

People share their location and instantly get the local AQI (with health advice), nearby garbage collection times and addresses, and a list of green restaurants close by. This information existed before, but people had to open a browser, find the ministry’s website, and then find the right page. Every extra hurdle pushed usage toward zero. Now it’s within three taps of opening LINE.

A LINE public services page and chat screenshots showing how people look up their local AQI, garbage collection details, and nearby green restaurants.

E-Dingtong, the scooter inspection reminder service, turns something that frustrates riders every year, the periodic vehicle inspection, into a proactive LINE reminder. Riders enter their plate number and email, and the system automatically sends a notification before the inspection is due. Set it once and get reminded for life, with no dates to remember and no more fines.

The LINE environmental services menu, the E-Dingtong sign-up form, and a periodic inspection reminder, illustrating service integration and proactive notifications.

Module Core problem solved
Gamified membership system Turns every interaction into cumulative progress and builds lasting motivation to take part
Topic subscription and segmented menus People choose the topics they follow, keeping broadcast noise to a minimum
OMO event points Offline actions leave a record on LINE, and behavior data is tied to each member
Location-based AQI lookup Environmental information goes from static lookup to an instant, personalized service
E-Dingtong scooter reminders Public services reach people proactively, building everyday stickiness

Results: what nearly 250,000 actions in 113 days really mean

The service officially launched on March 12, 2025. After 113 days, the numbers speak for themselves.

Metric Result What it means
Friend growth rate +44.5% Gamified design fueled word-of-mouth growth
Monthly active users 14,587 The account delivers real everyday value to the public
Average monthly interactions 4.5 Each active user comes back more than four times a month
Member binding rate 47.5% Nearly half of all friends set up a profile and were segmented
Event interaction open rate 74% Gamified mission design significantly boosted participation
Public satisfaction 81% 84% of respondents said the broadcast frequency was just right
Public service usage 6,830 uses / 4,300 people Static services became part of everyday routines
Total usage records Nearly 250,000 20,000 people joined, 30,000 engaged

Behind the 74% event interaction open rate is an OMO mission design that gives people “something to take away” every time they take part. Of the 81% who were satisfied, 53% said they would recommend the account to others “because it keeps them informed about policy.” That means the Ministry of Environment’s LINE account has evolved from a one-way announcement tool into a living service platform people actively want to share with those around them.

“From passive notifications to active engagement, we made going green playable, recordable, and doable.” — OakMega × Ministry of Environment

If you’re facing the same challenge

The Ministry of Environment case offers three principles that any organization driving public participation can borrow directly, whether it’s a government agency, a charity, an association, or an NPO.

First: make every interaction leave a trace.

When people can see their participation (experience points, badges, achievement pages), their willingness to come back rises significantly. Which of your organization’s public interactions disappear the moment they’re done? Designing them into a cumulative record is the lowest-cost way to build stickiness.

Second: put your services where people already are.

The ministry’s AQI lookup wasn’t a new feature, and the scooter inspection reminder wasn’t new information. What pushed usage to 6,830 was moving these services from a website people had to go looking for into LINE, which people open every day. How many of your services “exist, but nobody goes looking for them”?

Third: design events as “trackable journeys,” not “one-off happenings.”

The Dajia Mazu event was designed so that every on-site check-in left behavior data in the LINE back end. The strategy for the next event is built on that real data, not on the organizers’ gut feeling. Any organization that runs events can ask itself: once this event is over, how much more do I know about the participants than before it started?

Ministry of Environment (Taiwan)

FAQ

Do Social CRM gamification mechanics work for government agencies?+

Very well, and often with stronger results than for commercial brands. Brands usually gamify to drive purchases, but a government agency wants people to build a habit, which is exactly what gamification does best. The Ministry of Environment case shows that with the right design, everyone from young children to seniors can find an easy way in, and real behavior gets recorded even amid information overload.

Do OMO events require a big investment in technology and staff?+

Most of the effort goes into designing the event up front: defining the task flow, setting the point rules, and planning the on-site checkpoints and how they connect online. Once that structure is in place, the OakMega system handles data collection and ties every action to the right member, so the on-site team only has to keep the QR scanning flow smooth. The World Environment Day plastic-reduction event ran at the scale of a family fair, and the on-site flow stayed stable throughout.

How much IT capacity does connecting public services take?+

Features like the AQI lookup and garbage collection points were built on the government’s existing open data APIs. The data already existed; OakMega brought it into an interactive LINE experience, so the agency didn’t need to build a new database. The E-Dingtong vehicle inspection reminder works the same way: a front-end form collects the plate number, and the system automatically sends a broadcast before the due date, with no manual work.

Does gamification only work for certain age groups?+

The Ministry of Environment program reached students, the general public, civil servants, and more. The core motivators of gamification, a sense of achievement, of progress, and of scarcity (limited-edition badges), are psychological drivers that work across ages. What matters is a low barrier (one tap gets a response) and friendly visuals; the ministry’s characters were designed to appeal to both children and adults.

Does all this actually help achieve policy goals?+

OakMega helped the Ministry of Environment build three behavioral tags: policy-interested, event-oriented, and public-service-oriented. These tags turn broadcasts into targeted communication: people who care about air pollution get AQI tips, event fans get a preview of the next OMO mission, and people who rely on public services get notified when new features launch. Policy communication is no longer a one-off broadcast but an ongoing conversation built on behavioral data.

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