Inducing individuals to engage in a gamified platform for environmental conservation
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...
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Published in | Industrial management + data systems Vol. 120; no. 4; pp. 692 - 713 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
Wembley
Emerald Publishing Limited
01.04.2020
Emerald Group Publishing Limited |
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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/indirectly predicts users' intention to continue to utilize the gamified IS for proenvironmental behaviors. Moreover, gamification affordance of autonomy support, visibility of achievement, competition, and interactivity influences the satisfaction of the users' relevant demands.Originality/valueThis research contributes to the IS research for environmental sustainability at the individual level. Specifically, this research extends the understanding of users' decision-making on continuance and the role of gamification design in the context of gamified IS developed for environmental conservation. |
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AbstractList | 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/indirectly predicts users' intention to continue to utilize the gamified IS for proenvironmental behaviors. Moreover, gamification affordance of autonomy support, visibility of achievement, competition, and interactivity influences the satisfaction of the users' relevant demands.Originality/valueThis research contributes to the IS research for environmental sustainability at the individual level. Specifically, this research extends the understanding of users' decision-making on continuance and the role of gamification design in the context of gamified IS developed for environmental conservation. Purpose This 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/approach Survey data (N = 307) were collected from users of a gamified IS designed for environmental protection. The research model was examined with structural equation modeling. Findings Satisfying users' demand on green effectiveness, enjoyment, and social gain directly/indirectly predicts users' intention to continue to utilize the gamified IS for proenvironmental behaviors. Moreover, gamification affordance of autonomy support, visibility of achievement, competition, and interactivity influences the satisfaction of the users' relevant demands. Originality/value This research contributes to the IS research for environmental sustainability at the individual level. Specifically, this research extends the understanding of users' decision-making on continuance and the role of gamification design in the context of gamified IS developed for environmental conservation. 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/indirectly predicts users' intention to continue to utilize the gamified IS for proenvironmental behaviors. Moreover, gamification affordance of autonomy support, visibility of achievement, competition, and interactivity influences the satisfaction of the users' relevant demands.Originality/valueThis research contributes to the IS research for environmental sustainability at the individual level. Specifically, this research extends the understanding of users' decision-making on continuance and the role of gamification design in the context of gamified IS developed for environmental conservation. |
Author | Ke, Xiaobo Wagner, Christian Du, Helen S |
Author_xml | – sequence: 1 givenname: Helen S surname: Du fullname: Du, Helen S email: hsdu@gdut.edu.cn – sequence: 2 givenname: Xiaobo orcidid: 0000-0003-2741-3983 surname: Ke fullname: Ke, Xiaobo email: xiaoboke-c@my.cityu.edu.hk – sequence: 3 givenname: Christian surname: Wagner fullname: Wagner, Christian email: c.wagner@cityu.edu.hk |
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Keywords | Gamified information systems Goal framing theory Gamification affordance Proenvironmental behavior Environment conservation |
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Snippet | PurposeThis research draws on goal framing theory and gamification affordance to understand how gamification design encourages users' continuous usage of... Purpose This research draws on goal framing theory and gamification affordance to understand how gamification design encourages users' continuous usage of... |
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SubjectTerms | Behavior Conservation Decision making Design Environmental impact Environmental protection Environmental quality Gamification Influence Information systems Multivariate statistical analysis Success Sustainable development User satisfaction Visibility |
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Title | Inducing individuals to engage in a gamified platform for environmental conservation |
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