Research on the Impact of Pro-Environment Game and Guilt on Environmentally Sustainable Behaviour
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References listed on IDEAS
- Mulcahy, Rory & Russell-Bennett, Rebekah & Iacobucci, Dawn, 2020. "Designing gamified apps for sustainable consumption: A field study," Journal of Business Research, Elsevier, vol. 106(C), pages 377-387.
- Sreejesh, S. & Ghosh, Tathagata & Dwivedi, Yogesh K., 2021. "Moving beyond the content: The role of contextual cues in the effectiveness of gamification of advertising," Journal of Business Research, Elsevier, vol. 132(C), pages 88-101.
- repec:cup:judgdm:v:7:y:2012:i:3:p:304-315 is not listed on IDEAS
- Xiaolun Wang & Xinlin Yao, 2020. "Fueling Pro-Environmental Behaviors with Gamification Design: Identifying Key Elements in Ant Forest with the Kano Model," Sustainability, MDPI, vol. 12(6), pages 1-17, March.
- Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
- Zhang, Yufei & Chen, Jiayin & Han, Yi & Qian, Mengxi & Guo, Xiaona & Chen, Ruishan & Xu, Di & Chen, Yi, 2021. "The contribution of Fintech to sustainable development in the digital age: Ant forest and land restoration in China," Land Use Policy, Elsevier, vol. 103(C).
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Keywords
guilt; pro-environment behaviour; pro-social behaviour; game strategies;All these keywords.
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