2021
DOI: 10.1002/mar.21476
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Reward‐based or meaningful gaming? A field study on game mechanics and serious games for sustainability

Abstract: Despite investigating digital gaming for commercial purposes, less scholarly attention exists on digital gaming for societal purposes such as sustainability (“serious games”). The current study investigates whether a serious game can enhance sustainability marketing outcomes, including knowledge, value‐in‐behavior, and behavioral intentions longitudinally (pre‐gameplay to post‐gameplay). Further, the study seeks to understand the influence of reward‐based and meaningful game mechanics on these sustainability m… Show more

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Cited by 26 publications
(11 citation statements)
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References 92 publications
(169 reference statements)
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“…Research on digital gaming has been evident in journals across various fields including science, business and humanities. A recent special issue from Psychology & Marketing on “Digital Gaming and Marketing” (Phau et al,) has published papers in the area of virtual reality games (Bender & Sung, 2021), gamification via mobile applications (Kunkel et al, 2021), gamers’ divergent behaviour (Sharma et al, 2021), game mechanics and serous games for sustainability (Whittaker et al, 2021), game streaming (Yoganathan et al, 2021), game experience (Wang & Hang, 2021), and AI powered avatar (Butt et al, 2021). While searching in the databases, we came across hundreds of journals that published papers on digital games.…”
Section: Publication Trendmentioning
confidence: 99%
“…Research on digital gaming has been evident in journals across various fields including science, business and humanities. A recent special issue from Psychology & Marketing on “Digital Gaming and Marketing” (Phau et al,) has published papers in the area of virtual reality games (Bender & Sung, 2021), gamification via mobile applications (Kunkel et al, 2021), gamers’ divergent behaviour (Sharma et al, 2021), game mechanics and serous games for sustainability (Whittaker et al, 2021), game streaming (Yoganathan et al, 2021), game experience (Wang & Hang, 2021), and AI powered avatar (Butt et al, 2021). While searching in the databases, we came across hundreds of journals that published papers on digital games.…”
Section: Publication Trendmentioning
confidence: 99%
“…It is precisely thanks to these rewards that, in a certain sense, "addiction" is generated, and users are more inclined to commit to achieving their goals. The field of eco-sustainability has recently experienced numerous examples of gamification (Gatti, et al 2019, Whittaker et al 2021. The intent in this area is to stimulate people to change their behavior, towards a style more focused on sustainability and environmental protection.…”
Section: The Use Of Gamification In the Provision Of Banking Servicesmentioning
confidence: 99%
“…To give an incentive to play well in the game and thus encourage the player to change their behavior in real life, all of the presented games featured some kinds of in-game rewards to give the player a sensation of achievement and progress. These kinds of rewards, such as badges or other virtual collectibles, are said to have a bigger educational impact than educational messages, such as energy saving tips, which were present in some of the games [42]. Games with a direct link to real-life events, such as the current energy consumption of the player's residence, can easily gamify any energy savings made with, e.g., in-game badges and trophies of achievement.…”
Section: A Core Features and General Findingsmentioning
confidence: 99%