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.
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
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