IDEAS home Printed from https://ideas.repec.org/a/gam/jsusta/v15y2023i6p5442-d1101905.html
   My bibliography  Save this article

Evaluating the Effects of Gamification in Behavioural Change: A Proposed SEM-Based Approach

Author

Listed:
  • Christos Ourdas

    (Chair of Industrial Management, Friedrich-Alexander-Universität Erlangen-Nürnberg, Lange Gasse 20, 90403 Nuremberg, Germany)

  • Stavros Ponis

    (School of Mechanical Engineering, National Technical University Athens, Ir. Politechniou 9, Zografou, 15773 Athens, Greece)

Abstract

The purpose of this study is two-fold. Firstly, it aims to investigate the available papers on the effect of gamification elements to explain behavioural changes through a Systematic Literature Review (SLR). Secondly, based on the SLR, it proposes a four-step SEM (Structural Equation Model)-based approach that can be used to validate the effects of gamification on behavioural change and can be further applied in the context of a research project that aims to lower maritime plastic pollution in coastal areas. The SLR approach provides an overview of empirical studies that successfully measure the three identified objectives, i.e., increased (O1) usage of a web platform, (O2) awareness, and (O3) participation in behaviour, and it focuses on SEM to collect empirical results. Findings from the SLR highlight multiple research shortcomings, such as the lack of a unified taxonomy for gamification and motivational affordances, the absence of studies soundly linking gamification elements to psychological outcomes, and the tendency of researchers to measure the intention to conduct a behaviour rather than the long-term effect of actual behaviour changes. Finally, the created approach provides insights on which gamification elements to include and how to measure their behavioural effect based on a self-developed SEM and questionnaire, which can be applied in research projects utilising gamification, independent from the domain of activity.

Suggested Citation

  • 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.
  • Handle: RePEc:gam:jsusta:v:15:y:2023:i:6:p:5442-:d:1101905
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/2071-1050/15/6/5442/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/2071-1050/15/6/5442/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. 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.
    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. 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.

    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. Ahn, Suhyoung & Ellie Jin, Byoungho & Seo, Hyesim, 2024. "Why do people interact and buy in the Metaverse? Self-Expansion perspectives and the impact of hedonic adaptation," Journal of Business Research, Elsevier, vol. 175(C).
    2. Hatice Doğan-Südaş & Ali Kara & Emre Karaca, 2023. "Effects of Gamified Mobile Apps on Purchase Intentions and Word-of-Mouth Engagement: Implications for Sustainability Behavior," Sustainability, MDPI, vol. 15(13), pages 1-17, July.
    3. Flacandji, Michaël & Vlad, Mariana & Lunardo, Renaud, 2024. "The effects of retail apps on shopping well-being and loyalty intention: A matter of competence more than autonomy," Journal of Retailing and Consumer Services, Elsevier, vol. 78(C).
    4. Soren, Anup Anurag & Chakraborty, Shibashish, 2023. "The formation of habit and word-of-mouth intention of over-the-top platforms," Journal of Retailing and Consumer Services, Elsevier, vol. 75(C).
    5. Ho, Xuan Huong & Nguyen, Dong Phong & Cheng, Julian Ming Sung & Le, Angelina Nhat Hanh, 2022. "Customer engagement in the context of retail mobile apps: A contingency model integrating spatial presence experience and its drivers," Journal of Retailing and Consumer Services, Elsevier, vol. 66(C).
    6. Peng, Hui & Lu, Yaobin & Gupta, Sumeet, 2023. "Promoting value emergence through digital platform ecosystems: Perspectives on resource integration in China," Technological Forecasting and Social Change, Elsevier, vol. 189(C).
    7. Cheung, Man Lai & Leung, Wilson K.S. & Aw, Eugene Cheng-Xi & Koay, Kian Yeik, 2022. "“I follow what you post!†: The role of social media influencers’ content characteristics in consumers' online brand-related activities (COBRAs)," Journal of Retailing and Consumer Services, Elsevier, vol. 66(C).
    8. Mohit Jamwal & Munish Saini & Saikat Banerjee, 2024. "The paradox of youth’s online political party brand engagement on Facebook: a congruity theory perspective," International Review on Public and Nonprofit Marketing, Springer;International Association of Public and Non-Profit Marketing, vol. 21(2), pages 313-339, June.
    9. 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).
    10. Qian, Tyreal Yizhou & Matz, Robbie & Luo, Lei & Xu, Chenglong, 2022. "Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports," Journal of Business Research, Elsevier, vol. 145(C), pages 482-494.
    11. Tsai, Pei-Hsuan, 2024. "Exploring consumer purchase intention in cross-boundary retail alliances with gamified OMO virtual-physical fusion services," Journal of Retailing and Consumer Services, Elsevier, vol. 77(C).
    12. Ziheng Zhang & Rui Patricio & Gianluca Carella & Francesco Zurlo, 2022. "Supporting a Sustainable and Engaging Online Transition for Co-Design through Gamification," Sustainability, MDPI, vol. 14(11), pages 1-22, May.
    13. Kuen-Cheng Lee & I-Hsiung Chang & Tsung-Jen Wu & Ru-Si Chen, 2022. "The Moderating Role of Perceived Interactivity in the Relationship Between Online Customer Experience and Behavioral Intentions to Use Parenting Apps for Taiwanese Preschool Parents," SAGE Open, , vol. 12(1), pages 21582440221, March.
    14. Fuyong Lu & Xintao Wang & Siheng Li & Qun Zhao, 2023. "How Mobile Health Livingstreaming Engages the Consumer-Insights from a Dual-Process Model," Sustainability, MDPI, vol. 15(10), pages 1-22, May.

    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:6:p:5442-:d:1101905. 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.