2020
DOI: 10.1108/imds-09-2019-0517
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Inducing individuals to engage in a gamified platform for environmental conservation

Abstract: PurposeThis research draws on goal framing theory and gamification affordance to understand how gamification design encourages users' continuous usage of information systems (IS) to perform proenvironmental behaviors.Design/methodology/approachSurvey data (N = 307) were collected from users of a gamified IS designed for environmental protection. The research model was examined with structural equation modeling.FindingsSatisfying users' demand on green effectiveness, enjoyment, and social gain directly/indirect… Show more

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Cited by 67 publications
(51 citation statements)
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“…Gamification as a form of entertainment makes the user community look for fun in the shopping process, which leads to more purchases [25]. When users' enjoyment needs are satisfied, the intention to engage in pro-environmental behaviors arises [26]. Users who engage in gamification can enjoy leisure and freedom at the mercy of their respective interests.…”
Section: The Influence Of Gamification Engagement Motives On Green Co...mentioning
confidence: 99%
See 1 more Smart Citation
“…Gamification as a form of entertainment makes the user community look for fun in the shopping process, which leads to more purchases [25]. When users' enjoyment needs are satisfied, the intention to engage in pro-environmental behaviors arises [26]. Users who engage in gamification can enjoy leisure and freedom at the mercy of their respective interests.…”
Section: The Influence Of Gamification Engagement Motives On Green Co...mentioning
confidence: 99%
“…Enjoyment as the most central feature that games offer to users emphasizes the personal feeling of pleasurable experience that keeps users immersed [32]. Satisfying the user's need for hedonism can contribute to keeping the user using gamified information systems [26]. Furthermore, in addition to personal enjoyment feelings, gamification promotes interpersonal and human-computer interaction through game instructions and game elements that generate user stickiness and active and continuous engagement [33].…”
Section: The Mediating Role Of Continuity Of Usementioning
confidence: 99%
“…A successful gamified design can help an individual not only experience inner happiness, complete a challenge, engage in teamwork, and connect with society but also bring positive value to society through the task itself (Hsu and Chen, 2018). For example, Ant Forest has made a substantial contribution to environmental conservation by encouraging users to engage in green and low-carbon behavior (Du et al, 2020). Research also shows that users obtain entertainment and practical value from reviews and interactions in merchantinitiated activities and that a considerable number of reviews actually results in an objective evaluation of product quality and service experience (Liu et al, 2019).…”
Section: Toward a Meaningful Experiencementioning
confidence: 99%
“…The users of Ant Forest, a personal carbon accounting platform developed and launched by Alibaba Group, were selected as the research samples. In the Ant Forest app, users can accumulate online virtual "energy" through low-carbon behaviors and thereby water virtual trees (Du et al, 2020). After the virtual tree grows, Alibaba and its public welfare partners plant a real tree somewhere in China.…”
Section: Research Contextmentioning
confidence: 99%
“…Hence, we choose to focus on attitudinal loyalty, which defines loyalty using continuance intention. This construct has remained the core concept in research on gamified systems (Du et al , 2020), exergaming systems (Pham et al , 2020) and social information systems (Shao et al , 2020), justifying its applicability in online game research.…”
Section: Literature Reviewmentioning
confidence: 99%