Leveraging gamification technology to motivate environmentally responsible behavior: An empirical examination of Ant Forest

IF 2.8 4区 管理学 Q2 MANAGEMENT DECISION SCIENCES Pub Date : 2023-10-23 DOI:10.1111/deci.12618
Qingyu Zhang, Muhammad Azfar Anwar
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Abstract

Realizing the role of their consumers in mitigating environmental problems, companies have started leveraging gamification technology with persuasive interventions to induce consumers’ behavioral changes. Ant Forest—a gamified initiative launched by a prominent Chinese fintech company—empowers users to manage their ecological footprint and promote ethical behavior. However, the research community has primarily focused on Ant Forest's adoption and continuation intention, paying limited attention to how gamification promotes users’ environmentally responsible behavior (ERB) in the postadoption stage. This study contributes to this domain by developing a model based on persuasion and motivation theories and the “affordances–psychological outcomes–behavioral outcomes” framework. This model highlights the impact of gamification on consumers' ERB through psychological need satisfaction and belief or attitude persuasion. A total of 1869 survey responses regarding the use of Ant Forest were collected from nine cities in China. The results demonstrate that, from gamification experiences with Ant Forest, users perceive psychological need satisfaction (i.e., perceived autonomy, competence, and relatedness), which significantly explains their green beliefs and attitudes (i.e., green task performance, green belief confirmation, and green self-identity), leading to increased ERB. Additionally, users with a higher green absorptive capacity demonstrate a stronger link between green beliefs or attitudes and ERB. This research shifts the focus from adoption and continuation intention to postadoption behavioral modification and offers insights into creating effective gamification systems for fostering ethical behavior and addressing environmental concerns.

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利用游戏化技术激励对环境负责的行为:蚂蚁森林的实证检验
意识到消费者在缓解环境问题中的作用,企业开始利用游戏化技术和有说服力的干预措施来诱导消费者的行为改变。蚂蚁森林是一家著名的中国金融科技公司推出的一项游戏化计划,使用户能够管理他们的生态足迹并促进道德行为。然而,研究界主要关注蚂蚁森林的采用和延续意图,而很少关注游戏化如何促进用户在采用后阶段的环境责任行为(ERB)。本研究基于说服和动机理论和“能力-心理结果-行为结果”框架建立了一个模型,为这一领域做出了贡献。该模型强调了游戏化通过心理需求满足和信念或态度说服对消费者ERB的影响。在中国9个城市共收集了1869份关于蚂蚁森林利用的调查问卷。结果表明,通过蚂蚁森林的游戏化体验,用户感知到心理需求满足(即感知到的自主性、能力和相关性),这显著解释了他们的绿色信念和态度(即绿色任务绩效、绿色信念确认和绿色自我认同),导致ERB增加。此外,具有较高绿色吸收能力的用户在绿色信念或态度与ERB之间表现出更强的联系。本研究将焦点从收养和延续意图转移到收养后的行为修正,并为创建有效的游戏化系统提供了见解,以促进道德行为和解决环境问题。
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来源期刊
DECISION SCIENCES
DECISION SCIENCES MANAGEMENT-
CiteScore
12.40
自引率
1.80%
发文量
34
期刊介绍: Decision Sciences, a premier journal of the Decision Sciences Institute, publishes scholarly research about decision making within the boundaries of an organization, as well as decisions involving inter-firm coordination. The journal promotes research advancing decision making at the interfaces of business functions and organizational boundaries. The journal also seeks articles extending established lines of work assuming the results of the research have the potential to substantially impact either decision making theory or industry practice. Ground-breaking research articles that enhance managerial understanding of decision making processes and stimulate further research in multi-disciplinary domains are particularly encouraged.
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Issue Information IN THIS ISSUE Issue Information In this issue Explanation seeking and anomalous recommendation adherence in human-to-human versus human-to-artificial intelligence interactions
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