A Study of the Impact of Social Responsibility Cues on the Long-Term Effectiveness of Gamification Strategies: Insights from the Adverse Effects of Game Strategies

Author:

Chen Jiaxing,Bao Yuze,Zhang Guangling,Huang Xiaoqi

Abstract

Mobile applications can integrate games or gamification elements to build a game metaverse, thus increasing use duration. Research on game metaverses is relatively scarce, mainly focusing on the positive effects of game elements. Few studies have considered the push-away power of game or gamification elements. In this paper, we explore the role of pro-environmental cues in mitigating the push-away power of game or gamification elements from the perspective of the adverse effects of game elements. A total of 250 participants were recruited to engage in two two-factor between-subject studies. Study 1 demonstrated that pro-environmental cues increased self-consciousness during the game and mitigated adverse outcomes after the game. The results of Study 2 further supported the findings of Study 1. The results showed that the perception of pleasure during the game reduced the effects of pro-environmental cues. The pro-environmental cues mitigated adverse outcomes after the game experience when perceiving lower or moderate enjoyment. In comparison, the effects of pro-environmental cues on mitigating negative consequences after the game experience were insignificant when experiencing higher enjoyment.

Publisher

MDPI AG

Subject

Management, Monitoring, Policy and Law,Renewable Energy, Sustainability and the Environment,Geography, Planning and Development,Building and Construction

Reference76 articles.

1. Rachel, A. (2017, February 07). Ted Baker Turns to Gamification for Valentine’s Once Again. Available online: https://thecurrentdaily.com/2017/02/07/ted-baker-gamification-valentines/.

2. Jeremy, B. (2013, August 12). New WeChat “Airplane War” Game Sending Addicted Players to Hospital. Available online: https://www.scmp.com/news/china-insider/article/1297108/new-wechat-airplane-game-sends-players-hospital.

3. Flow in computer-mediated environments: Promises and challenges;Commun. Assoc. Inf. Syst.,2005

4. A motivational approach to self: Integration in personality;Perspect. Motiv.,1991

5. Brands in virtual reality games: Affective processes within computer-mediated consumer experiences;J. Bus. Res.,2021

Cited by 3 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Mental Hub: Incrementing Patient's Adherance to Therapy for Maladaptive Eating Behavior Using Gamified Cognitive Behavioral Therapy;2024 9th International Conference on Computer and Communication Systems (ICCCS);2024-04-19

2. Fun Button Experiment: The Long-Term Effect of Gamification on User Engagement and Behavior;2023 28th Asia Pacific Conference on Communications (APCC);2023-11-19

3. Drivers and Barriers Affecting Metaverse Adoption: A Systematic Review, Theoretical Framework, and Avenues for Future Research;International Journal of Human–Computer Interaction;2023-10-02

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3