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
Abstract
:1. Introduction
2. Theoretical Background and Hypotheses Development
2.1. Game Elements and Gamification
2.2. Negative Effects of Game Element
2.3. Social Responsibility Element
2.4. Flow Experience and Self-Consciousness
2.5. Game Enjoyment Perception
3. Methods
3.1. Study 1. The Influence of Social Responsibility Elements on the Duration Spent Playing a Game
3.1.1. Participants and Method
3.1.2. Data Analysis and Results
3.1.3. Discussion
3.2. Study 2. Loss of Self-Consciousness as a Mediator
3.2.1. Participants and Methods
3.2.2. Measure and Result
3.2.3. Discussion
4. General Discussion
5. Theoretical Contributions
6. Managerial Implications
7. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Scale | Item | Reference |
---|---|---|
Pro-environment cues perception | The purpose of the game is to encourage low-carbon behavior. | / |
Loss of self-consciousness | I am not worried about what others may be thinking of me when I am playing just now. | [60] |
Enjoyment perception | I liked playing the game. | [61] |
I enjoyed playing the game very much. | ||
My game experience was pleasurable. | ||
Attention check | Please select the third option for this question. | / |
Game familiarity | I have played a similar game before. | [62] |
Guilt | When playing the game, to what extent do you feel regret? | [62] |
When playing the game, to what extent do you feel sorry? | ||
When playing the game, to what extent do you feel like you did something wrong? | ||
Gameplay habits | I consider myself a gamer. | [62] |
I love playing video games. | ||
On average, how many hours a week do you spend playing video games? Including weekdays and weekends. | ||
Demographic information | Your current occupation. | / |
How old you are. | ||
Your gender. | ||
Please fill in the email or mobile phone number you entered when you logged into the game earlier. | / |
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Variables | Social Responsibility | No Social Responsibility |
---|---|---|
Game duration, mean (SD) | 5.10 (0.55) | 5.49 (0.52) |
Loss of self-consciousness, mean (SD) | 2.41 (0.15) | 2.86 (1.21) |
Enjoyment perception, mean (SD) | 2.98 (1.34) | 3.12 (1.21) |
Variables | Social Responsibility | No Social Responsibility |
---|---|---|
Social responsibility elements perception, mean (SD) | 4.63 (1.25) | 3.14 (1.09) |
Game duration, mean (SD) | 258.29 (108.717) | 388.73 (285.550) |
Loss of self-consciousness mean, (SD) | 5.31 (1.34) | 5.96 (1.22) |
Enjoyment perception, mean (SD) | 4.96 (1.46) | 4.86 (1.53) |
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Chen, J.; Bao, Y.; Zhang, G.; Huang, X. 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. Sustainability 2022, 14, 15408. https://doi.org/10.3390/su142215408
Chen J, Bao Y, Zhang G, Huang X. 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. Sustainability. 2022; 14(22):15408. https://doi.org/10.3390/su142215408
Chicago/Turabian StyleChen, Jiaxing, Yuze Bao, Guangling Zhang, and Xiaoqi Huang. 2022. "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" Sustainability 14, no. 22: 15408. https://doi.org/10.3390/su142215408