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Reward-based or meaningful gaming? A field study on game mechanics and serious games for sustainability

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  • Additional Information
    • Publication Information:
      Wiley-Liss Inc.
    • Publication Date:
      2021
    • Collection:
      Queensland University of Technology: QUT ePrints
    • Abstract:
      Despite investigating digital gaming for commercial purposes, less scholarly attention exists on digital gaming for societal purposes such as sustainability (“serious games”). The current study investigates whether a serious game can enhance sustainability marketing outcomes, including knowledge, value-in-behavior, and behavioral intentions longitudinally (pre-gameplay to post-gameplay). Further, the study seeks to understand the influence of reward-based and meaningful game mechanics on these sustainability marketing outcomes. We recruited 387 participants for a week-long field study using a serious game which encourages household energy conservation. The findings show that the serious game significantly increased sustainability knowledge, value-in-behavior, and sustainable behavioral intention after one week. Reward-based game mechanics (badges and trophies) significantly influenced sustainability knowledge and indirectly influenced value-in-behavior via sustainability knowledge, whereas reward-based (points) and meaningful (educational messages) game mechanics had little impact. The results empirically support the conceptual model theorization—underpinned by a “do–learn–feel” behavioral learning approach—which possessed superior fit to a “do–feel–learn” rival model. This study provides novel insights regarding eliciting value-in-behavior longitudinally within serious games. Our multidimensional approach to assessing reward-based game mechanics extends prior studies and suggests that higher-tier rewards are more influential than lower-tiered rewards to achieve sustainability marketing outcomes. We further demonstrate that reward-based game mechanics outperform meaningful game mechanics at influencing desired outcomes, challenging existing gaming literature.
    • File Description:
      application/pdf
    • Relation:
      https://eprints.qut.edu.au/208920/1/Reward_based_or_meaningful_gaming.pdf; Whittaker, Lucas, Russell-Bennett, Rebekah, & Mulcahy, Rory (2021) Reward-based or meaningful gaming? A field study on game mechanics and serious games for sustainability. Psychology and Marketing, 38(6), pp. 981-1000.; https://eprints.qut.edu.au/208920/; Centre for Behavioural Economics, Society & Technology; Faculty of Business & Law; School of Advertising, Marketing & Public Relations
    • Online Access:
      https://eprints.qut.edu.au/208920/
    • Rights:
      free_to_read ; http://creativecommons.org/licenses/by-nc/4.0/ ; 2021 Wiley Periodicals LLC ; This work is covered by copyright. Unless the document is being made available under a Creative Commons Licence, you must assume that re-use is limited to personal use and that permission from the copyright owner must be obtained for all other uses. If the document is available under a Creative Commons License (or other specified license) then refer to the Licence for details of permitted re-use. It is a condition of access that users recognise and abide by the legal requirements associated with these rights. If you believe that this work infringes copyright please provide details by email to qut.copyright@qut.edu.au
    • Accession Number:
      edsbas.A0091228