Encouraging altruistic user-generated content in gamified review platforms

IF 5.9 3区 管理学 Q1 BUSINESS Internet Research Pub Date : 2024-12-18 DOI:10.1108/intr-02-2024-0211
Isabel Buil, Sara Catalán, Tiago Oliveira
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Abstract

Purpose

This study proposes and tests a model to analyse whether achievement, social and immersion motivational affordances embedded in gamified review platforms motivate consumers to altruistically create content in the post-consumption stage.

Design/methodology/approach

We used data from a sample of 343 reviewers and employed SmartPLS to test the research model.

Findings

Findings revealed that, while achievement affordances (i.e. points, levels and badges) have no significant effect, immersion affordances (i.e. avatars) and more especially, social affordances (i.e. receiving helpful votes from readers and having followers) are key for review platforms, as they drive consumers to develop pure, reciprocal and competitive forms of altruism, which, in turn, motivate them to create content.

Research limitations/implications

This study examines the antecedents and consequences of altruistic purpose in the context of gamified review platforms by proposing research questions aimed at eliciting the effects of achievement, social and immersion affordances on altruism, and by providing the first empirical evidence for these paths.

Practical implications

This study provides practical guidance on how review platforms can implement social and immersion affordances to foster altruism and, ultimately, promote user-generated content in the form of comments, photos and videos.

Originality/value

To the best of the authors’ knowledge, the current study is the first to develop a model to predict whether gamification affordances promote forms of altruism that result in user-generated content. The findings will improve practitioners’ strategies by focussing on social and immersion motivational affordances.

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在游戏化评论平台中鼓励利他主义的用户生成内容
目的本研究提出并测试了一个模型,以分析游戏化评论平台中嵌入的成就、社交和沉浸感是否会激励消费者在消费后阶段进行利他主义内容创作。研究结果发现,虽然成就感(即积分、等级和徽章)没有显著影响,但沉浸感(即头像),尤其是社交感(即获得读者的有益投票和拥有粉丝)是评论平台的关键,因为它们促使消费者形成纯粹、互惠和竞争形式的利他主义,进而激励他们创作内容。研究局限/启示本研究通过提出研究问题,旨在激发成就感、社交和沉浸感对利他主义的影响,并首次为这些途径提供了实证证据,从而研究了游戏化评论平台中利他主义目的的前因后果。实践意义本研究为评论平台如何实施社交和沉浸式负担能力以促进利他主义,并最终促进用户以评论、照片和视频的形式生成内容提供了实践指导。 原创性/价值据作者所知,本研究首次建立了一个模型,用于预测游戏化负担能力是否会促进利他主义的形式,从而导致用户生成内容。研究结果将改善从业人员的策略,重点关注社交和沉浸式激励能力。
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来源期刊
Internet Research
Internet Research 工程技术-电信学
CiteScore
11.20
自引率
10.20%
发文量
85
审稿时长
>12 weeks
期刊介绍: This wide-ranging interdisciplinary journal looks at the social, ethical, economic and political implications of the internet. Recent issues have focused on online and mobile gaming, the sharing economy, and the dark side of social media.
期刊最新文献
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