Understanding how gamification influences consumers’ dietary preferences

IF 2.6 4区 管理学 Q2 BUSINESS
Selin Aydin, Metin Argan
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引用次数: 4

Abstract

Purpose Nutritional disorders and unhealthy nutrition, which are recognised as the causes of many widespread health problems (overweight, obesity, diabetes, cardiovascular disease, cancer, etc.) have emerged as a significant problem that requires resolution. The purpose of this study is to influence dietary preferences and to reduce current health issues by using gamification as a social marketing tool. To this end, the decision-making processes affecting food choices in individuals based on calorific content were evaluated and the effectiveness of gamification in encouraging consumers to make lower-calorie choices was examined. Design/methodology/approach An experimental design was used to determine the effect of gamification on the dietary preferences of consumers. An independent factorial design (between groups) in which multiple variables were tested with different subjects was used to test the factors that were thought to affect the food choices made by the participants from gamified and non-gamified menus. Findings In Study 1, menus (gamified vs non-gamified) and nutritional consciousness (low vs high) had a significant main effect on the total calorie count of the selected foods. In Study 2, menus (gamified with prices vs non-gamified with prices) had a significant main effect on the total calorie count of the selected foods, while nutritional consciousness (low vs high) did not. A significant interaction was observed between menus and nutritional consciousness. Practical implications Gamification can be used as an important publicity tool for promoting public health using different influential factors such as price. Originality/value This study shows that people can change their food preferences positively through gamification. It shows further how people tend to evaluate the price of their food rather than the calorie count when making dietary preferences. Gamification can, therefore, be considered a promising social marketing tool for improving public health.
了解游戏化如何影响消费者的饮食偏好
营养失调和不健康的营养被认为是许多普遍存在的健康问题(超重、肥胖、糖尿病、心血管疾病、癌症等)的原因,现已成为一个需要解决的重大问题。本研究的目的是通过使用游戏化作为社会营销工具来影响饮食偏好并减少当前的健康问题。为此,我们评估了基于卡路里含量影响个人食物选择的决策过程,并检验了游戏化在鼓励消费者做出低卡路里选择方面的有效性。设计/方法/方法采用实验设计来确定游戏化对消费者饮食偏好的影响。一个独立的因子设计(组间),其中多个变量由不同的受试者进行测试,用于测试被认为影响参与者从游戏化和非游戏化菜单中做出的食物选择的因素。在研究1中,菜单(游戏化与非游戏化)和营养意识(低与高)对所选食物的总卡路里计数有显著的主要影响。在研究2中,菜单(游戏化价格与非游戏化价格)对所选食物的总卡路里计数有显著的主要影响,而营养意识(低与高)则没有。菜单和营养意识之间存在显著的相互作用。游戏化可以作为一种重要的宣传工具,利用不同的影响因素,如价格,促进公众健康。独创性/价值这项研究表明,人们可以通过游戏化积极地改变他们的食物偏好。它进一步表明,人们在做出饮食偏好时,倾向于评估食物的价格,而不是卡路里含量。因此,游戏化可以被认为是改善公共卫生的一种有前途的社会营销工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
4.60
自引率
29.20%
发文量
33
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