Evidence map›Paper›PMID 36293996›Full record

ArticleInternational journal of environmental research and public health2022

Research on the Impact of Pro-Environment Game and Guilt on Environmentally Sustainable Behaviour.

Jiaxing Chen, Guangling Zhang, Qinfang Hu

Abstract read
In one paragraph

Article in International journal of environmental research and public health, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0citing papers in PubMed
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1 · What the graph read from it

What it found

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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

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3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Jiaxing ChenSchool of Economics and Management, Wuhan University, Wuhan 430074, China.ORCID 0000-0003-4216-1972
Guangling ZhangSchool of Economics and Management, Wuhan University, Wuhan 430074, China.
Qinfang HuSchool of Economics and Trade, Hunan University of Technology, Zhuzhou 412007, China.

Funding

Education Department Foundation of Hunan 21B0529National Natural Science Foundation of China (NSFC) 71832010National Natural Science Foundation of China (NSFC) 91646121Natural Science Foundation of Hunan 2021JJ30222
6 · The paper itself

Abstract

Game strategies are widely used by companies to attract users and increase their stickiness. At the same time, the protection of the ecological environment is also an important expression of corporate social responsibility. This paper explores the integration of social responsibility with gaming strategies from the psychological perspective of game withdrawal, and explores the incorporation of social responsibility as an element in gamification design to reduce user withdrawal behaviour, thereby increasing individual's environmentally sustainable behaviour. We evidenced our hypothesis through two studies. Study one proved our hypothesis by recruiting 106 university undergraduates (from Wuhan University, mean age 20, of whom 47 were female and 59 were male) to prove our hypothesis by recalling previous experiences with different types of games. Study two further tested our hypothesis by manipulating participants' guilt through randomly recruiting 196 participants (mean age 35, of whom 88 were female and 108 were male, 35 of them were students, 107 were office workers and 54 were from other sectors) from different industries through the questionnaire research website Credamo. The findings show that incorporating social responsibility elements into the design of games can make users engage in pro-social behaviour while playing the game, and the guilt that users feel because of the game will be compensated by pro-social behaviour, thus reducing the game frequency and duration and improving the intent of pro-social behaviour. At the same time, players' self-control moderates the effect of guilt on game play volume under a socially responsible gamification design.

Indexed as

Video GamesAdultFemaleGuiltHumansMaleSocial BehaviorStudentsSurveys and QuestionnairesYoung Adultgame strategiesguiltpro-environment behaviourpro-social behaviour

Identifiers

PMID36293996
PMCPMC9602636

What OpenQuestion holds

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LicenceCC BY
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.