2018
DOI: 10.1108/jsocm-06-2017-0038
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Gaming attribute preferences in social marketing programmes

Abstract: Purpose: There is growing evidence serious games can be effective tools in social marketing programs. Although multiple (serious) game attribute frameworks exist, there is limited knowledge about which game attributes are applicable for sensitive social marketing issues.This research aims to fill this gap by (1) compiling a taxonomy of game attributes for serious games based on the existing literature; and (2) to investigate which of the game attributes users prefer in the context of an alcohol program targete… Show more

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Cited by 23 publications
(32 citation statements)
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References 40 publications
(107 reference statements)
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“…However, gamification in consumer contexts defines the concept of "challenging" as "activities or actions which provide opposition to be overcome by the player" [80, p. 287], and "meaningful" as activities that are useful or gratifying in their own right. Therefore, in the online consumer decision context, being challenging is associated with game elements such as competition, levels, goals, and tasks [59,[83][84][85], and being meaningful is associated with interactivity, aesthetics, functionality, control, and platform [82]. Both mechanisms are considered reward-based gamification.…”
Section: Does Gamification Matters In Online Consumer Decisions?mentioning
confidence: 99%
“…However, gamification in consumer contexts defines the concept of "challenging" as "activities or actions which provide opposition to be overcome by the player" [80, p. 287], and "meaningful" as activities that are useful or gratifying in their own right. Therefore, in the online consumer decision context, being challenging is associated with game elements such as competition, levels, goals, and tasks [59,[83][84][85], and being meaningful is associated with interactivity, aesthetics, functionality, control, and platform [82]. Both mechanisms are considered reward-based gamification.…”
Section: Does Gamification Matters In Online Consumer Decisions?mentioning
confidence: 99%
“…We suggest this is an important direction for future conceptual and empirical studies in digital gaming as our results suggest the influence of different variations of reward‐based mechanics should be considered. The second implication of reward‐based game mechanics influencing sustainability knowledge, while meaningful mechanics did not, contrasts with the conceptual arguments of Nicholson (2015) and empirical findings of Dietrich et al (2018). A potential explanation for this result may be that when game players already have knowledge about the serious game topic (i.e., sustainability), meaningful game mechanics (educational messages) do not make a difference to outcomes of value‐in‐behavior.…”
Section: Discussionmentioning
confidence: 61%
“…Interestingly, while there is a considerable body of literature on digital games in marketing, limited studies have examined how game mechanics contribute to desired outcomes. Specifically, studies in the gaming literature have begun to suggest game mechanics can be classified as rewards‐based (e.g., mechanics, such as badges and points) or meaningful (e.g., mechanics delivering information and exposition) (Dietrich et al, 2018; Nicholson, 2015); however, these discussions have largely been conceptual. We seek to extend this thinking into the marketing literature by empirically investigating if both reward‐based and meaningful game mechanics can enhance sustainability outcomes.…”
Section: Introductionmentioning
confidence: 99%
“…The implementation of the Open Journal System (OJS) of the PKP (Public Knowledge Project) as a basis is able to provide convenience, speed, and integrity in managing journals [26]. In the initial appearance of Pandawan there are 5 main menus namely About, My Account, Success Stories, Checkout and also Cart.…”
Section: Resultsmentioning
confidence: 99%