Gamification on digital platform: A meta-analysis of affordance on behavior from value perspective

IF 5.9 3区 管理学 Q1 BUSINESS
Furong Jia , Xueqi Bao , Jie Yu
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引用次数: 0

Abstract

Gamification has become a widely applied technique in the digital platform sector. Despite prior research exploring gamification in various contexts from different angles, an integrated empirical study has yet to draw cohesive conclusions from these findings. This study, utilizing data from 34 papers (N = 35,856), has developed a meta-analytic framework comprised of 17 paths. Through this framework, we have identified immersion, achievement, and social as core gamification affordance constructs, as well as functional value, emotional value, and social value as perceived value constructs, and we have also designated user behavior as the outcome, utilizing the stimulus-organism-response (SOR) framework. The research results indicate that emotional value has a profound effect on behavior, with context, platform, and country moderating to the gamification mechanism. This study has significant implications for the further advancement of gamification in the digital platform.
数字平台上的游戏化:从价值角度对行为承受能力的元分析
游戏化已成为数字平台领域广泛应用的一种技术。尽管此前已有研究从不同角度探讨了游戏化在不同背景下的应用,但综合实证研究尚未从这些研究结果中得出一致的结论。本研究利用 34 篇论文(N = 35856)的数据,建立了一个由 17 条路径组成的元分析框架。通过这一框架,我们将沉浸感、成就感和社交感确定为游戏化的核心承受力构建,将功能价值、情感价值和社交价值确定为感知价值构建,并利用刺激-组织-反应(SOR)框架将用户行为指定为结果。研究结果表明,情感价值对用户行为有深远影响,而情境、平台和国家对游戏化机制有调节作用。这项研究对于在数字平台上进一步推进游戏化具有重要意义。
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来源期刊
Electronic Commerce Research and Applications
Electronic Commerce Research and Applications 工程技术-计算机:跨学科应用
CiteScore
10.10
自引率
8.30%
发文量
97
审稿时长
63 days
期刊介绍: Electronic Commerce Research and Applications aims to create and disseminate enduring knowledge for the fast-changing e-commerce environment. A major dilemma in e-commerce research is how to achieve a balance between the currency and the life span of knowledge. Electronic Commerce Research and Applications will contribute to the establishment of a research community to create the knowledge, technology, theory, and applications for the development of electronic commerce. This is targeted at the intersection of technological potential and business aims.
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