Evidence map›Paper›PMID 38066018›Full record

ArticleScientific reports2023

Impact of gamification on green consumption behavior integrating technological awareness, motivation, enjoyment and virtual CSR.

Muhammad Farrukh Shahzad, Shuo Xu, Obaid Ul Rehman, Iqra Javed

Open access · goldAbstract read
In one paragraph

Article in Scientific reports, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
27.0field-weighted citation impact, top 1% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed, 49 citations in OpenAlex.

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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

4 authors at 2 institutions in 2 countries.

Muhammad Farrukh ShahzadCollege of Economics and Management, Beijing University of Technology, Beijing, 100124, People's Republic of China. farrukhshahzad207@gmail.com.
Shuo XuCollege of Economics and Management, Beijing University of Technology, Beijing, 100124, People's Republic of China. xushuo@bjut.edu.cn.
Obaid Ul RehmanCollege of Economics and Management, Beijing University of Technology, Beijing, 100124, People's Republic of China.
Iqra JavedInstitute of Business and Management, University of Engineering and Technology, Lahore, 54000, Pakistan.
Beijing University of Technology · CNUniversity of Engineering and Technology Lahore · PK

Funding

National Natural Science Foundation of China 72074014National Natural Science Foundation of China 72174016
6 · The paper itself

Abstract

Gamification entails integrating game design elements, including rewards, points, competition, and interactive challenges, into non-game contexts to engage and motivate individuals. In the context of green consumption, gamification can encourage individuals to acquire more sustainable consumption behaviors. The proposed study aims to examine the influence of gamification on green consumption behavior among Chinese university students. However, university students are considered an important target group for such interventions due to their technological savvy and high interest in environmental issues. A self-determination theory (SDT) was used to measure the motivating factors of gamification for adopting green consumption behavior-a convenience sampling technique in which survey-based research designs were used to collect the data. A survey was conducted on a sample of 332 university students in China, using a questionnaire with structural equation modeling (SEM) to test the hypotheses and assess the proposed relationships between the variables. The finding of this study reveals that gamification has a significant negative relation with green consumption behavior. Further, technological awareness, hedonic motivation, and perceived enjoyment significantly mediate the relationship between gamification and green consumption behavior. Additionally, virtual CSR significantly moderates the relationship between gamification and technological awareness, hedonic motivation, and perceived enjoyment. The findings of this study could have implications for the development of more effective interventions for policy makers and industrialists aimed at promoting sustainable consumption behaviors in China.

Indexed as

MotivationPleasureGamificationHealth BehaviorHumansSurveys and Questionnaires

Identifiers

PMID38066018
PMCPMC10709464
OpenAlexW4389488936

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.