4.2 Article

Game on! Pushing consumer buttons to change sustainable behavior: a gamification field study

期刊

EUROPEAN JOURNAL OF MARKETING
卷 55, 期 10, 页码 2593-2619

出版社

EMERALD GROUP PUBLISHING LTD
DOI: 10.1108/EJM-05-2020-0341

关键词

Sustainability; Gamification; Serious games; Behavior change; Rewards; Game design elements

类别

资金

  1. Australian Government

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This research examines the impact of gamification on consumer behavior in a field study, demonstrating that gamification significantly enhances consumers' knowledge, attitudes, behavioral intentions, and realized bill savings. Reward-based game design elements contribute to enhancing sustainable behavior outcomes.
Purpose Marketers have begun to investigate the potential of gamification for influencing consumer behavior by using game design elements in realms varying from branding, retail, sales and health services. Marketers have also begun to explore consumer behavior in sustainability. This paper aims to provide contributions to build on both literatures. Design/methodology/approach This research tests gamification principles in a large field study on real consumers that includes data from pre-post surveys, gamified app analytics and household energy meters. The data are analyzed using ANOVA's and structural equation modeling. Findings The findings demonstrate: gamification significantly enhanced consumers' knowledge, attitudes, behavioral intentions and realized bill savings compared to a control group; reward-based game design elements including points, badges and other rewards contribute to enhancing sustainable behavior outcomes. Research limitations/implications Future research in settings outside of sustainability may extend upon the findings of the current research to further understanding the impact of reward-based game design elements in marketing. Practical implications The findings have important practical implications for how organizations might use serious games to promote sustainable and other desirable behavior. In particular, how reward-based game design elements, points, trophies and badges, can be used to create a chain of relationships that leads to reduced electricity consumption. Originality/value This paper fulfills the need to understand if the impact of gamification extends outside of controlled environments and into the field. Further, it demonstrates how reward-based game design elements contribute to consumers changing their behavior, a relationship that is not yet thoroughly understood in the marketing literature.

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