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 inIndustrial management + data systems Vol. 120; no. 4; pp. 692 - 713
Main Authors Du, Helen S, Ke, Xiaobo, Wagner, Christian
Format Journal Article
LanguageEnglish
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.
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
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  givenname: Christian
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  email: c.wagner@cityu.edu.hk
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Issue 4
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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