{"title":"中队如何通过它的虚拟世界激励人们采用可持续的行为?","authors":"Catherine Lejealle, Eric Dolansky","doi":"10.1177/20438869231196308","DOIUrl":null,"url":null,"abstract":"Squadeasy, founded in France in 2014 with a move-to-earn app, launched a metaverse called Squadland in 2022, with a goal of increasing the company’s positive impact on the planet. When app users engaged in fitness activity in the real world, they earned tokens to buy land and other digital assets (NFTs) in Squadland, thereby improving the environment both inside the app and in the real world; Squadeasy bought land in the real world to mirror users’ actions in the metaverse. In this way, users could contribute to positive social change and have a sustainable effect on the world. This case discusses users’ motivations to engage in this metaverse, through the lens of Self Determination Theory. First, rather than fun and rewards, identified regulation is the relevant motivation to trigger commitment to the metaverse as it related to personal values and self-identity. Second, three external situational factors (autonomy, competence, and relatedness) positively increase commitment and will help users stay with the app. The metaverse fits well with these three external situational factors and can help achieve actual sustainable change.","PeriodicalId":37921,"journal":{"name":"Journal of Information Technology Teaching Cases","volume":"143 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"How can Squadland motivate people to adopt sustainable behaviours through its metaverse?\",\"authors\":\"Catherine Lejealle, Eric Dolansky\",\"doi\":\"10.1177/20438869231196308\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Squadeasy, founded in France in 2014 with a move-to-earn app, launched a metaverse called Squadland in 2022, with a goal of increasing the company’s positive impact on the planet. When app users engaged in fitness activity in the real world, they earned tokens to buy land and other digital assets (NFTs) in Squadland, thereby improving the environment both inside the app and in the real world; Squadeasy bought land in the real world to mirror users’ actions in the metaverse. In this way, users could contribute to positive social change and have a sustainable effect on the world. This case discusses users’ motivations to engage in this metaverse, through the lens of Self Determination Theory. First, rather than fun and rewards, identified regulation is the relevant motivation to trigger commitment to the metaverse as it related to personal values and self-identity. Second, three external situational factors (autonomy, competence, and relatedness) positively increase commitment and will help users stay with the app. The metaverse fits well with these three external situational factors and can help achieve actual sustainable change.\",\"PeriodicalId\":37921,\"journal\":{\"name\":\"Journal of Information Technology Teaching Cases\",\"volume\":\"143 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-08-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Information Technology Teaching Cases\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1177/20438869231196308\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Information Technology Teaching Cases","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/20438869231196308","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
How can Squadland motivate people to adopt sustainable behaviours through its metaverse?
Squadeasy, founded in France in 2014 with a move-to-earn app, launched a metaverse called Squadland in 2022, with a goal of increasing the company’s positive impact on the planet. When app users engaged in fitness activity in the real world, they earned tokens to buy land and other digital assets (NFTs) in Squadland, thereby improving the environment both inside the app and in the real world; Squadeasy bought land in the real world to mirror users’ actions in the metaverse. In this way, users could contribute to positive social change and have a sustainable effect on the world. This case discusses users’ motivations to engage in this metaverse, through the lens of Self Determination Theory. First, rather than fun and rewards, identified regulation is the relevant motivation to trigger commitment to the metaverse as it related to personal values and self-identity. Second, three external situational factors (autonomy, competence, and relatedness) positively increase commitment and will help users stay with the app. The metaverse fits well with these three external situational factors and can help achieve actual sustainable change.
期刊介绍:
The Journal of Information Technology Teaching Cases (JITTC) provides contemporary practical case materials for teaching topics in business and government about uses and effectiveness of technology, the organisation and management of information systems and the impacts and consequences of information technology. JITTC is designed to assist academics, scholars, and teachers in universities and other institutions of executive education, as well as instructors of organizational training courses. Case topics include but are not restricted to: alignment with the organization, innovative uses of technology, emerging technologies, the management of IT, including strategy, business models, change, infrastructure, organization, human resources, sourcing, system development and implementation, communications, technology developments, technology impacts and outcomes, technology futures, national policies and standards.