IDEAS home Printed from https://ideas.repec.org/a/gam/jsusta/v15y2023i12p9503-d1170183.html
   My bibliography  Save this article

The Potential of Gamification for Social Sustainability: Meaning and Purposes in Agri-Food Industry

Author

Listed:
  • Maria Elena Latino

    (Department of Innovation Engineering, University of Salento, 73100 Lecce, Italy)

  • Marta Menegoli

    (Department of Innovation Engineering, University of Salento, 73100 Lecce, Italy)

  • Fulvio Signore

    (Department of Humanities, Letters, Cultural Heritage and Educational Studies, University of Foggia, 71121 Foggia, Italy)

  • Maria Chiara De Lorenzi

    (Department of Innovation Engineering, University of Salento, 73100 Lecce, Italy)

Abstract

Nowadays, digital platforms are applying some game-linked elements in their services with the aim to attract, retain and shape human interaction. Therefore, it is essential to investigate gamification with regard to its social sustainability. Gamification strategies are strategical in the agri-food industry to reach social and marketing goals. Despite the presence of several literature reviews on gamification, no study proposes a reflection on the meaning and purposes of gamification in the agri-food industry. This paper aims to identify the core dimensions underlying the concept of gamification, analysing its definitions and purposes through a systematic literature review, content analysis and principal component analysis. Eight core dimensions were detected leading to the conception of a new definition of gamification in the agri-food industry. Our results highlighted the potential of gamification to impact society, leaving points of reflection on how it can be made more inclusive and effective. Theoretical and practical implications were provided for academics, researchers, agri-food companies, policy makers, management engineers, technology makers, marketers and practitioners. The novelty of this study lies in the application of a social psychology methodology to give meaning to the words, overcoming the limits derived from qualitative research based on, only, content analysis.

Suggested Citation

  • Maria Elena Latino & Marta Menegoli & Fulvio Signore & Maria Chiara De Lorenzi, 2023. "The Potential of Gamification for Social Sustainability: Meaning and Purposes in Agri-Food Industry," Sustainability, MDPI, vol. 15(12), pages 1-18, June.
  • Handle: RePEc:gam:jsusta:v:15:y:2023:i:12:p:9503-:d:1170183
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/2071-1050/15/12/9503/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/2071-1050/15/12/9503/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Tammara Soma & Belinda Li & Virginia Maclaren, 2020. "Food Waste Reduction: A Test of Three Consumer Awareness Interventions," Sustainability, MDPI, vol. 12(3), pages 1-19, January.
    2. Thomas Leclercq & Wafa Hammedi & Ingrid Poncin, 2018. "The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities," Post-Print hal-02115858, HAL.
    3. Holly Berman & Rachael Shwom & Cara Cuite, 2019. "Becoming FEW Conscious: A Conceptual Typology of Household Behavior Change Interventions Targeting the Food-Energy-Water (FEW) Nexus," Sustainability, MDPI, vol. 11(18), pages 1-24, September.
    4. Lu, Shijie & Xie, Ying & Chen, Xingyu, 2023. "Immediate and enduring effects of digital badges on online content consumption and generation," International Journal of Research in Marketing, Elsevier, vol. 40(1), pages 146-163.
    5. Macault, Emilien & Scarsini, Marco & Tomala, Tristan, 2022. "Social learning in nonatomic routing games," Games and Economic Behavior, Elsevier, vol. 132(C), pages 221-233.
    6. Snyder, Hannah, 2019. "Literature review as a research methodology: An overview and guidelines," Journal of Business Research, Elsevier, vol. 104(C), pages 333-339.
    7. Duffy, John & Hopkins, Ed & Kornienko, Tatiana & Ma, Mingye, 2019. "Information choice in a social learning experiment," Games and Economic Behavior, Elsevier, vol. 118(C), pages 295-315.
    8. Leonidou, Erasmia & Christofi, Michael & Vrontis, Demetris & Thrassou, Alkis, 2020. "An integrative framework of stakeholder engagement for innovation management and entrepreneurship development," Journal of Business Research, Elsevier, vol. 119(C), pages 245-258.
    9. Verena Berger & Ulf Schrader, 2016. "Fostering Sustainable Nutrition Behavior through Gamification," Sustainability, MDPI, vol. 8(1), pages 1-15, January.
    10. Xie, En & Reddy, K.S. & Liang, Jie, 2017. "Country-specific determinants of cross-border mergers and acquisitions: A comprehensive review and future research directions," Journal of World Business, Elsevier, vol. 52(2), pages 127-183.
    11. Richard N. Landers & Elena M. Auer & Andrew B. Collmus & Michael B. Armstrong, 2018. "Gamification Science, Its History and Future: Definitions and a Research Agenda," Simulation & Gaming, , vol. 49(3), pages 315-337, June.
    12. Christos Ourdas & Stavros Ponis, 2023. "Evaluating the Effects of Gamification in Behavioural Change: A Proposed SEM-Based Approach," Sustainability, MDPI, vol. 15(6), pages 1-31, March.
    13. Silva, Andrés & Caro, Juan Carlos & Magaña-Lemus, David, 2016. "Household food security: Perceptions, behavior and nutritional quality of food purchases," Journal of Economic Psychology, Elsevier, vol. 55(C), pages 139-148.
    14. Ford, Robert C., 2017. "Combining performance, learning, and behavioral goals to match job with person: Three steps to enhance employee performance with goal setting," Business Horizons, Elsevier, vol. 60(3), pages 345-352.
    15. Grijalvo, Mercedes & Segura, Alejandro & Núñez, Yilsy, 2022. "Computer-based business games in higher education: A proposal of a gamified learning framework," Technological Forecasting and Social Change, Elsevier, vol. 178(C).
    16. Syrjälä, Henna & Kauppinen-Räisänen, Hannele & Luomala, Harri T. & Joelsson, Tapani N. & Könnölä, Kaisa & Mäkilä, Tuomas, 2020. "Gamified package: Consumer insights into multidimensional brand engagement," Journal of Business Research, Elsevier, vol. 119(C), pages 423-434.
    17. Brocas, Isabelle & Carrillo, Juan D., 2020. "The evolution of choice and learning in the two-person beauty contest game from kindergarten to adulthood," Games and Economic Behavior, Elsevier, vol. 120(C), pages 132-143.
    18. Leclercq, Thomas & Hammedi, Wafa & Poncin, Ingrid, 2018. "The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities," Journal of Interactive Marketing, Elsevier, vol. 44(C), pages 82-101.
    19. Warmelink, Harald & Koivisto, Jonna & Mayer, Igor & Vesa, Mikko & Hamari, Juho, 2020. "Gamification of production and logistics operations: Status quo and future directions," Journal of Business Research, Elsevier, vol. 106(C), pages 331-340.
    20. Ismail, Nurul Izzatty & Abdullah, Nor Hazana, 2017. "Malaysia Health Information Exchange: A systematic review," Business and Economic Horizons (BEH), Prague Development Center (PRADEC), vol. 13(5), October.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Erkan Kadir Şimşek & Mikail Kara & Mehmet Bahadır Kalıpçı & Ramazan Eren, 2024. "Sustainability and the Food Industry: A Bibliometric Analysis," Sustainability, MDPI, vol. 16(7), pages 1-22, April.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
    2. João M. Lopes & Sofia Gomes & Ivo Rodrigues, 2024. "Playing the gamification and co-creation game: a bibliometric literature review," Management Review Quarterly, Springer, vol. 74(1), pages 353-376, February.
    3. Bitrián, Paula & Buil, Isabel & Catalán, Sara, 2021. "Enhancing user engagement: The role of gamification in mobile apps," Journal of Business Research, Elsevier, vol. 132(C), pages 170-185.
    4. Leclercq, Thomas & Poncin, Ingrid & Hammedi, Wafa, 2020. "Opening the black box of gameful experience: Implications for gamification process design," Journal of Retailing and Consumer Services, Elsevier, vol. 52(C).
    5. Abril, Carmen & Gimenez-Fernandez, Elena M. & Camacho-Miñano, María-del-Mar, 2024. "Using gamification to overcome innovation process challenges: A literature review and future agenda," Technovation, Elsevier, vol. 133(C).
    6. 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.
    7. Dzandu, Michael D. & Hanu, Charles & Amegbe, Hayford, 2022. "Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective," Technological Forecasting and Social Change, Elsevier, vol. 185(C).
    8. Xi, Nannan & Hamari, Juho, 2020. "Does gamification affect brand engagement and equity? A study in online brand communities," Journal of Business Research, Elsevier, vol. 109(C), pages 449-460.
    9. (Daisy) Lyu, Jing & Krasonikolakis, Ioannis & Vrontis, Demetris, 2022. "A systematic literature review of store atmosphere in alternative retail commerce channels," Journal of Business Research, Elsevier, vol. 153(C), pages 412-427.
    10. Paul, Justin & Criado, Alex Rialp, 2020. "The art of writing literature review: What do we know and what do we need to know?," International Business Review, Elsevier, vol. 29(4).
    11. Bekk, Magdalena & Eppmann, René & Klein, Kristina & Völckner, Franziska, 2022. "All that glitters is not gold: An investigation into the undesired effects of gamification and how to mitigate them through gamification design," International Journal of Research in Marketing, Elsevier, vol. 39(4), pages 1059-1081.
    12. Latino Maria Elena & Menegoli Marta & Corallo Angelo, 2023. "Relevant Attributes Influencing Consumers’ Tomato Acceptance: A Systematic Review and Research Agenda," Journal of Agricultural & Food Industrial Organization, De Gruyter, vol. 21(2), pages 129-146, December.
    13. Schweitzer, Fiona & Mai, Robert, 2022. "Does one rotten apple always spoil the barrel? The role of perceptions of empowerment when consumers observe destructive others in online co-creation activities," Journal of Business Research, Elsevier, vol. 152(C), pages 436-446.
    14. Cesar Leandro, Julio & Botelho, Delane, 2022. "Consumer over-indebtedness: A review and future research agenda," Journal of Business Research, Elsevier, vol. 145(C), pages 535-551.
    15. Lim, Xin-Jean & Cheah, Jun-Hwa & Ng, Siew Imm & Kamal Basha, Norazlyn & Liu, Yide, 2021. "Are men from Mars, women from Venus? Examining gender differences towards continuous use intention of branded apps," Journal of Retailing and Consumer Services, Elsevier, vol. 60(C).
    16. Chaïma Siala & Abdelmajid Amine, 2022. "Le rôle du retour d’expérience dans la « gamification » des campagnes de crowdsourcing," Post-Print hal-03709625, HAL.
    17. Siemieniako, Dariusz & Kubacki, Krzysztof & Mitręga, Maciej, 2021. "Inter-organisational relationships for social impact: A systematic literature review," Journal of Business Research, Elsevier, vol. 132(C), pages 453-469.
    18. Renard, Damien & Davis, Joseph G., 2019. "Social interdependence on crowdsourcing platforms," Journal of Business Research, Elsevier, vol. 103(C), pages 186-194.
    19. Thomas, Nibu John & Baral, Rupashree & Crocco, Oliver S. & Mohanan, Swathi, 2023. "A framework for gamification in the metaverse era: How designers envision gameful experience," Technological Forecasting and Social Change, Elsevier, vol. 193(C).
    20. Thomas Leclercq & Ingrid Poncin & Wafa Hammedi, 2020. "Opening the black box of gameful experience: Implications for gamification process design," Post-Print hal-02510199, HAL.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jsusta:v:15:y:2023:i:12:p:9503-:d:1170183. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.