{"title":"Gamification on digital platform: A meta-analysis of affordance on behavior from value perspective","authors":"Furong Jia , Xueqi Bao , Jie Yu","doi":"10.1016/j.elerap.2024.101465","DOIUrl":null,"url":null,"abstract":"<div><div>Gamification has become a widely applied technique in the digital platform sector. Despite prior research exploring gamification in various contexts from different angles, an integrated empirical study has yet to draw cohesive conclusions from these findings. This study, utilizing data from 34 papers (N = 35,856), has developed a <em>meta</em>-analytic framework comprised of 17 paths. Through this framework, we have identified immersion, achievement, and social as core gamification affordance constructs, as well as functional value, emotional value, and social value as perceived value constructs, and we have also designated user behavior as the outcome, utilizing the stimulus-organism-response (SOR) framework. The research results indicate that emotional value has a profound effect on behavior, with context, platform, and country moderating to the gamification mechanism. This study has significant implications for the further advancement of gamification in the digital platform.</div></div>","PeriodicalId":50541,"journal":{"name":"Electronic Commerce Research and Applications","volume":"68 ","pages":"Article 101465"},"PeriodicalIF":5.9000,"publicationDate":"2024-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Electronic Commerce Research and Applications","FirstCategoryId":"91","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1567422324001108","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0
Abstract
Gamification has become a widely applied technique in the digital platform sector. Despite prior research exploring gamification in various contexts from different angles, an integrated empirical study has yet to draw cohesive conclusions from these findings. This study, utilizing data from 34 papers (N = 35,856), has developed a meta-analytic framework comprised of 17 paths. Through this framework, we have identified immersion, achievement, and social as core gamification affordance constructs, as well as functional value, emotional value, and social value as perceived value constructs, and we have also designated user behavior as the outcome, utilizing the stimulus-organism-response (SOR) framework. The research results indicate that emotional value has a profound effect on behavior, with context, platform, and country moderating to the gamification mechanism. This study has significant implications for the further advancement of gamification in the digital platform.
期刊介绍:
Electronic Commerce Research and Applications aims to create and disseminate enduring knowledge for the fast-changing e-commerce environment. A major dilemma in e-commerce research is how to achieve a balance between the currency and the life span of knowledge.
Electronic Commerce Research and Applications will contribute to the establishment of a research community to create the knowledge, technology, theory, and applications for the development of electronic commerce. This is targeted at the intersection of technological potential and business aims.