Fueling Pro-Environmental Behaviors with Gamification Design: Identifying Key Elements in Ant Forest with the Kano Model
Abstract
:1. Introduction
- (1)
- What are the important gamification design elements to users in Ant Forest?
- (2)
- How do these elements impact users’ attitudes towards Ant Forest?
2. Theoretical Background
2.1. IT-Enabled Pro-Environmental Behavior
2.2. Gamification Design
2.3. Two-Dimensional Kano Model
3. Methodology
3.1. Identifying Gamification Design Elements in Ant Forest
3.2. Data Collection
4. Empirical Results
4.1. Kano Category for Gamification Design Elements in Ant Forest
4.2. Better–Worse Analysis
5. Discussions
5.1. Main Findings
5.2. Theoretical and Practical Implications
5.3. Limitations and Future Research
Author Contributions
Funding
Conflicts of Interest
References
- Liu, Z.; Adams, M.; Cote, R.P.; Geng, Y.; Li, Y. Comparative study on the pathways of industrial parks towards sustainable development between China and Canada. Resour. Conserv. Recycl. 2018, 128, 417–425. [Google Scholar] [CrossRef]
- Riahi, K.; Dentener, F.; Gielen, D.; Grubler, A.; Jewell, J.; Klimont, Z.; Krey, V.; McCollum, D.; Pachauri, S.; Rao, S. Energy pathways for sustainable development. In Global Energy Assessment: Toward a Sustainable Future; Morgan, G., Ed.; Cambridge University Press and IIASA: London, UK, 2012; pp. 1203–1306. [Google Scholar]
- Vlek, C.; Steg, L. Human behavior and environmental sustainability: Problems, driving forces, and research topics. J. Soc. Issues 2007, 63, 1–19. [Google Scholar] [CrossRef]
- Brożyna, J.; Mentel, G.; Ivanová, E.; Sorokin, G. Classification of renewable sources of electricity in the context of sustainable development of the new EU member states. Energies 2019, 12, 2271. [Google Scholar] [CrossRef] [Green Version]
- Steg, L.; Vlek, C. Encouraging pro-environmental behaviour: An integrative review and research agenda. J. Environ. Psychol. 2009, 29, 309–317. [Google Scholar] [CrossRef]
- Hiramatsu, A.; Kurisu, K.; Hanaki, K. Environmental consciousness in daily activities measured by negative prompts. Sustainability 2016, 8, 24. [Google Scholar] [CrossRef] [Green Version]
- Deterding, S. The lens of intrinsic skill atoms: A method for gameful design. Hum. Comput. Interact. 2015, 30, 294–335. [Google Scholar] [CrossRef]
- Liu, D.; Santhanam, R.; Webster, J. Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems. MIS Q. 2017, 41, 1011–1034. [Google Scholar] [CrossRef]
- Koroleva, K.; Novak, J. How to engage with sustainability issues we rarely experience? A gamification model for collective awareness platforms in water-related sustainability. Sustainability 2020, 12, 712. [Google Scholar] [CrossRef] [Green Version]
- Oppong-Tawiah, D.; Webster, J.; Staples, S.; Cameron, A.-F.; de Guinea, A.O.; Hung, T.Y. Developing a gamified mobile application to encourage sustainable energy use in the office. J. Bus. Res. 2020, 106, 388–405. [Google Scholar] [CrossRef]
- Xinhua Agency. Available online: https://www.shine.cn/news/world/1909272825/ (accessed on 12 February 2020).
- Chen, Y.; Cai, D. Ant forest through the haze: A case study of gamified participatory pro-environmental communication in China. Multidiscip. Sci. J. 2019, 2, 467–479. [Google Scholar] [CrossRef] [Green Version]
- Yang, Z.; Kong, X.; Sun, J.; Zhang, Y. Switching to green lifestyles: Behavior change of ant forest users. Int. J. Environ. Res. Public Health 2018, 15, 1819. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Zhang, Y.; Xiao, S.; Zhou, G. User continuance of a green behavior mobile application in China: An empirical study of Ant Forest. J. Clean. Prod. 2020, 242, 118497. [Google Scholar] [CrossRef]
- TechWeb. Available online: http://www.techweb.com.cn/internet/2019-08-27/2751495.shtml (accessed on 11 February 2020).
- Laureti, T.; Benedetti, I. Exploring pro-environmental food purchasing behaviour: An empirical analysis of Italian consumers. J. Clean. Prod. 2018, 172, 3367–3378. [Google Scholar] [CrossRef]
- Xie, X.; Lu, Y.; Gou, Z. Green building pro-environment behaviors: Are green users also green buyers? Sustainability 2017, 9, 1703. [Google Scholar] [CrossRef] [Green Version]
- Koster, R. Theory of Fun for Game Design; Paraglyph Press: New York, NY, USA, 2004. [Google Scholar]
- Kano, N.; Seraku, N.; Takahashi, F.; Tsuji, S. Attractive quality and must-be quality. J. Jpn. Soc. Qual. Control 1984, 14, 39–48. [Google Scholar]
- Berger, C.; Blauth, R.; Boger, D. Kano’s methods for understanding customer customer-defined quality. Cent. Qual. Manag. Sci. 1993, 17, 66–88. [Google Scholar]
- Monroe, M.C. Two avenues for encouraging conservation behaviors. Hum. Ecol. Rev. 2003, 10, 113–125. [Google Scholar]
- Steg, L.; Bolderdijk, J.W.; Keizer, K.; Perlaviciute, G. An integrated framework for encouraging pro-environmental behaviour: The role of values, situational factors and goals. J. Environ. Psychol. 2014, 38, 104–115. [Google Scholar] [CrossRef] [Green Version]
- Kollmuss, A.; Agyeman, J. Mind the gap: Why do people act environmentally and what are the barriers to pro-environmental behavior? Environ. Educ. Res. 2002, 8, 239–260. [Google Scholar] [CrossRef] [Green Version]
- Stern, P.C.; Dietz, T.; Abel, T.; Guagnano, G.A.; Kalof, L. A value-belief-norm theory of support for social movements: The case of environmentalism. Hum. Ecol. Rev. 1999, 6, 81–97. [Google Scholar]
- Hunter, L.M.; Hatch, A.; Johnson, A. Cross-national gender variation in environmental behaviors. Soc. Sci. Q. 2004, 85, 677–694. [Google Scholar] [CrossRef]
- Tim, Y.; Pan, S.L.; Bahri, S.; Fauzi, A. Digitally enabled affordances for community-driven environmental movement in rural Malaysia. Inf. Syst. J. 2018, 28, 48–75. [Google Scholar] [CrossRef]
- Corbett, J. Designing and using carbon management systems to promote ecologically responsible behaviors. J. Assoc. Inf. Syst. 2013, 14, 2. [Google Scholar] [CrossRef]
- Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic Mindtrek Conference: Envisioning Future Media Environments, Tampere, Finland, 28–30 September 2011; ACM: New York, NY, USA, 2011; pp. 9–15. [Google Scholar]
- Sailer, M.; Hense, J.; Mayr, S.; Mandl, H. How gamification motivates: An experimental study of the effects of specific game design elements on psychological needs satisfaction. Comput. Hum. Behav. 2017, 69, 371–380. [Google Scholar] [CrossRef]
- Kankanhalli, A.; Taher, M.; Cavusoglu, H.; Kim, S.H. Gamification: A new paradigm for online user engagement. In Proceedings of the 33rd International Conference on Information Systems, Orlando, FL, USA, 16–19 December 2012. [Google Scholar]
- Hamari, J.; Koivisto, J.; Sarsa, H. Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 2014 47th Hawaii International Conference on System Sciences, Waikoloa, HI, USA, 6–9 January 2014; IEEE Computing Society: Los Alamitos, CA, USA, 2014; pp. 3025–3034. [Google Scholar]
- Santhanam, R.; Liu, D.; Shen, W.-C.M. Research Note—Gamification of technology-mediated training: Not all competitions are the same. Inf. Syst. Res. 2016, 27, 453–465. [Google Scholar] [CrossRef] [Green Version]
- Robinson, D.; Bellotti, V. A preliminary taxonomy of gamification elements for varying anticipated commitment. In Proceedings of the ACM CHI 2013 Workshop on Designing Gamification: Creating Gameful and Playful Experiences, Paris, France, 27 April–2 May 2013; ACM: New York, NY, USA, 2013. [Google Scholar]
- Miller, A.S.; Cafazzo, J.A.; Seto, E. A game plan: Gamification design principles in mHealth applications for chronic disease management. Health Inform. J. 2016, 22, 184–193. [Google Scholar] [CrossRef]
- Liu, Y.; Alexandrova, T.; Nakajima, T. Gamifying intelligent environments. In Proceedings of the 2011 International ACM Workshop on Ubiquitous Meta User Interfaces, Scottsdale, AZ, USA, 1 December 2011; ACM: New York, NY, USA, 2011; pp. 7–12. [Google Scholar]
- Annetta, L.A. The “I’s” have it: A framework for serious educational game design. Rev. Gen. Psychol. 2010, 14, 105–113. [Google Scholar] [CrossRef] [Green Version]
- Werbach, K.; Hunter, D. For the Win: How Game Thinking Can Revolutionize Your Business; Wharton Digital Press: Pennsylvania, PA, USA, 2012. [Google Scholar]
- Sailer, M.; Hense, J.; Mandl, J.; Klevers, M. Psychological perspectives on motivation through gamification. Interact. Des. Archit. J. 2014, 19, 28–37. [Google Scholar]
- Huiskonen, J.; Pirttilä, T. Sharpening logistics customer service strategy planning by applying Kano’s quality element classification. Int. J. Prod. Econ. 1998, 56, 253–260. [Google Scholar] [CrossRef]
- Materla, T.; Cudney, E.A.; Antony, J. The application of Kano model in the healthcare industry: A systematic literature review. Total Qual. Manag. Bus. 2019, 30, 660–681. [Google Scholar] [CrossRef]
- Herzberg, F.; Mausner, B.; Snyderman, B.B. The Motivation to Work; John Wiley & Sons: New York, NY, USA, 1959. [Google Scholar]
- Tontini, G. Integrating the Kano model and QFD for designing new products. Total Qual. Manag. 2007, 18, 599–612. [Google Scholar] [CrossRef]
- Xu, Q.; Jiao, R.J.; Yang, X.; Helander, M.; Khalid, H.M.; Opperud, A. An analytical Kano model for customer need analysis. Des. Stud. 2009, 30, 87–110. [Google Scholar] [CrossRef]
- Gustafsson, A. Customer Focused Product Development by Conjoint Analysis and QFD; Linköping University: Sweden, Switzerland, 1996. [Google Scholar]
- Lee, Y.-H.; Chen, T.-L. A Kano two-dimensional quality model in Taiwan’s hot spring hotels service quality evaluations. J. Am. Acad. Bus. 2006, 8, 301–306. [Google Scholar]
- Chen, C.-C.; Chuang, M.-C. Integrating the Kano model into a robust design approach to enhance customer satisfaction with product design. Int. J. Prod. Econ. 2008, 114, 667–681. [Google Scholar] [CrossRef]
- Mayer, J.H. Using the kano model to identify attractive user-interface software components. In Proceedings of the 33rd International Conference on Information Systems, Orlando, FL, USA, 16–19 December 2012. [Google Scholar]
- Kuo, Y.-F. Integrating Kano’s model into web-community service quality. Total Qual. Manag. Bus. 2004, 15, 925–939. [Google Scholar] [CrossRef]
- Lindenberg, S.; Steg, L. Goal-framing theory and norm-guided environmental behavior. In Resources Conservation Recycling; Psychology Press: New York, NY, USA, 2013; pp. 37–54. [Google Scholar]
- Ye, S.; Shen, X.; Yang, L. Motivation to Participate in Ant Forest. Master’s Thesis, Uppsala University, Sweden, Switzerland, 5 June 2019. [Google Scholar]
- iiMedia. Available online: https://www.iimedia.cn/c1061/68891.html (accessed on 1 March 2020).
- CNNIC. Available online: http://www.cnnic.net.cn/hlwfzyj/hlwxzbg/hlwtjbg/201908/P020190830356787490958.pdf (accessed on 1 March 2020).
- Zhao, M.; Dholakia, R.R. A multi-attribute model of web site interactivity and customer satisfaction. Manag. Serv. Qual. 2009, 19, 286–307. [Google Scholar] [CrossRef]
- Lee, M.C.; Newcomb, J. Applying the Kano methodology in managing NASA’s science research program. Cent. Qual. Manag. J. 1996, 5, 13–20. [Google Scholar]
- Matzler, K.; Hinterhuber, H.H.; Bailom, F.; Sauerwein, E. How to delight your customers. J. Prod. Brand Manag. 1996, 5, 6–18. [Google Scholar] [CrossRef]
- Yu, H.; Ko, H.T. Integrating Kano model with strategic experiential modules in developing ICT-enabled services. Manag. Decis. 2012, 50, 7–20. [Google Scholar] [CrossRef]
- Matzler, K.; Hinterhuber, H.H. How to make product development projects more successful by integrating Kano’s model of customer satisfaction into quality function deployment. Technovation 1998, 18, 25–38. [Google Scholar] [CrossRef]
- Chen, L.-H.; Kuo, Y.-F. Understanding e-learning service quality of a commercial bank by using Kano’s model. Total Qual. Manag. 2011, 22, 99–116. [Google Scholar] [CrossRef]
- Martilla, J.A.; James, J.C. Importance-performance analysis. J. Mark. 1977, 41, 77–79. [Google Scholar] [CrossRef]
Modules | Design Elements | References |
---|---|---|
Task Design | meaningful stories | [29,33] |
general framing/general rules | [18,33] | |
resources and constraints/victory conditions | [33,35] | |
avatars | [29,36] | |
Social Interactions | teammates | [29,37] |
social networks/social features/social engagements/social interactivity | [18,33,34,35] | |
leaderboards/rankings/challenges and quests | [29,34,35] | |
Feedback | points/levels/feedback | [18,29,34] |
performance graphs/status information | [29,33,38] | |
Reward | incentives | [18,33] |
badges/medals/rewards | [29,34,35] |
Gamification Modules | Gamification Elements | Descriptions |
---|---|---|
Task Design | task1 | Ant Forest is based on a green context to benefit the public welfare. |
task2 | The countdown reminder for collecting green energy. | |
task3 | Green energy comes from pro-environmental behaviors (i.e., walking, shared bicycle riding, mobile payment, and so on). | |
task4 | Users act as protagonists in Ant Forest. | |
task5 | Different species of saplings in Ant Forest are marked with different levels of difficulties, meaning that they require different amounts of green energy. | |
Social Interaction | inter1 | Users can form teams to collaboratively plant trees in Ant Forest. |
inter2 | Ant Forest enables users to communicate with their online friends. | |
inter3 | Ant Forest enables users to communicate with the service provider. | |
inter4 | There are competitions and rankings among online friends in Ant Forest. | |
inter5 | Online friends in Ant Forest are enabled to help with each other (i.e., watering their saplings, helping to collect green energy, and so on). | |
Feedback | fdbk1 | Users can get real-time feedback on the green energy they generate every day. |
fdbk2 | Demonstration of users’ certificates instantly in Ant Forest after successfully planting trees. | |
fdbk3 | Users can get real-time feedback on the green energy given or stolen by online friends in Ant Forest (i.e., grams, time, etc.). | |
fdbk4 | Users can get real-time feedback on task completion in Ant Forest (i.e., how much green energy has been saved for saplings). | |
fdbk5 | Users can display the planted trees in the main interface of Ant Forest. | |
Reward | rewd1 | Users can collect all their green energy by logging in time to prevent other friends from stealing it. |
rewd2 | Users can steal green energy from their online friends by logging in time. | |
rewd3 | Users who plant three trees in one year can get the "National Voluntary Tree Planting Certificate" issued and stamped by an official organization in China. | |
rewd4 | Users can get corresponding digital badges when completing different tasks. | |
rewd5 | The virtual trees planted in Ant Forest will be turned into real trees planted in desertified areas as rewards for users. | |
rewd6 | If users fail to collect green energy in time, the energy will become invalid and disappear. |
Gamification Design Elements | Kano Questions | Answers |
---|---|---|
Ant Forest is based on a green context to benefit the public welfare. | Functional Form: How do you feel if this element is present in Ant Forest? | 1. I like it that way 2. It must be that way 3. I am neutral 4. I can live with it that way 5. I dislike it that way |
Dysfunctional Form: How do you feel if this element is NOT present in Ant Forest? | 1. I like it that way 2. It must be that way 3. I am neutral 4. I can live with it that way 5. I dislike it that way |
Item | Frequency | Percent (%) | |
---|---|---|---|
Sex | Male | 89 | 43.0 |
Female | 118 | 57.0 | |
Age | <18 | 8 | 3.9 |
19–25 | 164 | 79.2 | |
26–30 | 27 | 13.0 | |
31–40 | 2 | 1.0 | |
41–50 | 6 | 2.9 | |
Education | Junior college and below | 2 | 1.0 |
Bachelor | 132 | 63.8 | |
Mater | 56 | 27.1 | |
Ph.D. and above | 17 | 8.2 | |
Career | Institutional/Official servant/Government staff | 19 | 9.2 |
Service personnel | 1 | 0.5 | |
Company staff | 23 | 11.1 | |
Student | 161 | 77.8 | |
Worker | 3 | 1.4 |
Answer of the Functional Form | Answer of the Dysfunctional Form | ||||
---|---|---|---|---|---|
1. I Like It That Way | 2. It Must Be That Way | 3. I Am Neutral | 4. I Can Live with It That Way | 5. I Dislike It That Way | |
1. I like it that way | Q | A | A | A | O |
2. It must be that way | R | I | I | I | M |
3. I am neutral | R | I | I | I | M |
4. I can live with it that way | R | I | I | I | M |
5. I dislike it that way | R | R | R | R | Q |
Gamification Modules | Gamification Elements | A | I | M | O | Q | R | Category Strength | Total Strength | Category |
---|---|---|---|---|---|---|---|---|---|---|
Task Design | task1 | 23.67 | 29.47 | 5.31 | 36.23 | 4.35 | 0.97 | 6.76 | 65.22 | O |
task2 | 15.94 | 47.83 | 10.14 | 18.36 | 4.83 | 2.90 | 29.47 | 44.44 | I | |
task3 | 21.26 | 31.40 | 5.80 | 37.20 | 3.38 | 0.97 | 5.80 | 64.25 | X (O, I) = O | |
task4 | 21.26 | 43.96 | 6.76 | 23.19 | 2.90 | 1.93 | 20.77 | 51.21 | I | |
task5 | 26.57 | 45.89 | 7.25 | 15.46 | 3.38 | 1.45 | 19.32 | 49.28 | I | |
Social Interaction | inter1 | 24.15 | 55.56 | 1.45 | 12.08 | 4.35 | 2.42 | 31.40 | 37.68 | I |
inter2 | 16.91 | 50.24 | 7.25 | 18.36 | 3.86 | 3.38 | 31.88 | 42.51 | I | |
inter3 | 12.56 | 72.46 | 1.93 | 7.25 | 3.38 | 2.42 | 59.90 | 21.74 | I | |
inter4 | 20.77 | 48.79 | 8.21 | 15.46 | 3.38 | 3.38 | 28.02 | 44.44 | I | |
inter5 | 29.95 | 37.20 | 4.35 | 24.15 | 2.90 | 1.45 | 7.25 | 58.45 | I | |
Feedback | fdbk1 | 17.87 | 38.16 | 11.11 | 26.57 | 4.35 | 1.93 | 11.59 | 55.56 | I |
fdbk2 | 27.05 | 32.85 | 6.28 | 28.02 | 4.35 | 1.45 | 4.83 | 61.35 | X (I, O) = O | |
fdbk3 | 17.87 | 45.41 | 8.70 | 21.74 | 3.86 | 2.42 | 23.67 | 48.31 | I | |
fdbk4 | 24.64 | 37.68 | 9.18 | 23.19 | 3.86 | 1.45 | 13.04 | 57.00 | I | |
fdbk5 | 28.50 | 38.16 | 4.35 | 23.67 | 3.86 | 1.45 | 9.66 | 56.52 | I | |
Reward | rewd1 | 18.36 | 41.55 | 9.66 | 24.64 | 3.86 | 1.93 | 16.91 | 52.66 | I |
rewd2 | 27.54 | 36.71 | 6.76 | 20.77 | 3.38 | 4.83 | 9.18 | 55.07 | I | |
rewd3 | 38.65 | 33.33 | 3.86 | 19.81 | 3.38 | 0.97 | 5.31 | 62.32 | X (A, I) = A | |
rewd4 | 31.40 | 43.96 | 1.45 | 18.84 | 3.38 | 0.97 | 12.56 | 51.69 | I | |
rewd5 | 22.22 | 28.02 | 3.86 | 42.03 | 3.38 | 0.48 | 14.01 | 68.12 | O | |
rewd6 | 11.59 | 57.00 | 2.42 | 11.59 | 2.42 | 14.98 | 42.03 | 25.60 | I |
Gamification Modules | Gamification Elements | Better Value | Worse Value | Importance Mean | Weighted Better Value | Weighted Worse Value |
---|---|---|---|---|---|---|
Task Design | task1 | 0.63 | −0.44 | 4.20 | 2.66 | −1.84 |
task2 | 0.37 | −0.31 | 3.72 | 1.38 | −1.15 | |
task3 | 0.61 | −0.45 | 4.26 | 2.60 | −1.91 | |
task4 | 0.47 | −0.31 | 3.91 | 1.83 | −1.23 | |
task5 | 0.44 | −0.24 | 3.87 | 1.71 | −0.92 | |
Interaction | inter1 | 0.39 | −0.15 | 3.53 | 1.37 | −0.51 |
inter2 | 0.38 | −0.28 | 3.64 | 1.38 | −1.00 | |
inter3 | 0.21 | −0.10 | 3.21 | 0.68 | −0.31 | |
inter4 | 0.39 | −0.25 | 3.72 | 1.45 | −0.95 | |
inter5 | 0.57 | −0.30 | 4.01 | 2.27 | −1.19 | |
Feedback | fdbk1 | 0.47 | −0.40 | 3.96 | 1.88 | −1.59 |
fdbk2 | 0.58 | −0.36 | 4.16 | 2.43 | −1.52 | |
fdbk3 | 0.42 | −0.32 | 3.91 | 1.65 | −1.27 | |
fdbk4 | 0.51 | −0.34 | 3.98 | 2.01 | −1.36 | |
fdbk5 | 0.55 | −0.30 | 4.01 | 2.21 | −1.19 | |
Reward | rewd1 | 0.46 | −0.36 | 3.99 | 1.82 | −1.45 |
rewd2 | 0.53 | −0.30 | 3.91 | 2.06 | −1.17 | |
rewd3 | 0.61 | −0.25 | 4.11 | 2.51 | −1.02 | |
rewd4 | 0.53 | −0.21 | 3.87 | 2.03 | −0.82 | |
rewd5 | 0.67 | −0.48 | 4.24 | 2.83 | −2.02 | |
rewd6 | 0.28 | −0.17 | 3.47 | 0.97 | −0.59 |
© 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Wang, X.; Yao, X. Fueling Pro-Environmental Behaviors with Gamification Design: Identifying Key Elements in Ant Forest with the Kano Model. Sustainability 2020, 12, 2213. https://doi.org/10.3390/su12062213
Wang X, Yao X. Fueling Pro-Environmental Behaviors with Gamification Design: Identifying Key Elements in Ant Forest with the Kano Model. Sustainability. 2020; 12(6):2213. https://doi.org/10.3390/su12062213
Chicago/Turabian StyleWang, Xiaolun, and Xinlin Yao. 2020. "Fueling Pro-Environmental Behaviors with Gamification Design: Identifying Key Elements in Ant Forest with the Kano Model" Sustainability 12, no. 6: 2213. https://doi.org/10.3390/su12062213
APA StyleWang, X., & Yao, X. (2020). Fueling Pro-Environmental Behaviors with Gamification Design: Identifying Key Elements in Ant Forest with the Kano Model. Sustainability, 12(6), 2213. https://doi.org/10.3390/su12062213