使用游戏化技术使Z世代倾向于做好事

IF 1.3 Q3 BUSINESS
Ronald P. Conlin, Samantha Santana
{"title":"使用游戏化技术使Z世代倾向于做好事","authors":"Ronald P. Conlin, Samantha Santana","doi":"10.1080/10495142.2021.1941498","DOIUrl":null,"url":null,"abstract":"ABSTRACT This research examines how gamification might affect Gen Z’s propensity to give. Gamification is the application of game-design elements and principles in non-game contexts. A large body of research focuses on the interplay of self-awareness, causal attribution, and action. Researchers have focused on how individuals perceive how involved they are in the cause of events leading to either success or failure. Experiments have shown that when people are induced to be more self-aware, they are more likely to attribute the success to themselves. This paper examines these phenomena in the context of gamified activities. We conducted a within-subject experimental design involving 351 Gen Z respondents to gauge if gamification is impactful and which events were particularly compelling. Our findings showed that gamified events were very effective at engaging Gen Z and that team-based gamification events were particularly engaging. Marketing gamification implications for nonprofits are discussed in this paper.","PeriodicalId":46735,"journal":{"name":"Journal of Nonprofit & Public Sector Marketing","volume":"34 1","pages":"553 - 571"},"PeriodicalIF":1.3000,"publicationDate":"2021-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Using Gamification Techniques to Enable Generation Z’s Propensity to Do Good\",\"authors\":\"Ronald P. Conlin, Samantha Santana\",\"doi\":\"10.1080/10495142.2021.1941498\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ABSTRACT This research examines how gamification might affect Gen Z’s propensity to give. Gamification is the application of game-design elements and principles in non-game contexts. A large body of research focuses on the interplay of self-awareness, causal attribution, and action. Researchers have focused on how individuals perceive how involved they are in the cause of events leading to either success or failure. Experiments have shown that when people are induced to be more self-aware, they are more likely to attribute the success to themselves. This paper examines these phenomena in the context of gamified activities. We conducted a within-subject experimental design involving 351 Gen Z respondents to gauge if gamification is impactful and which events were particularly compelling. Our findings showed that gamified events were very effective at engaging Gen Z and that team-based gamification events were particularly engaging. Marketing gamification implications for nonprofits are discussed in this paper.\",\"PeriodicalId\":46735,\"journal\":{\"name\":\"Journal of Nonprofit & Public Sector Marketing\",\"volume\":\"34 1\",\"pages\":\"553 - 571\"},\"PeriodicalIF\":1.3000,\"publicationDate\":\"2021-08-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Nonprofit & Public Sector Marketing\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/10495142.2021.1941498\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"BUSINESS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Nonprofit & Public Sector Marketing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/10495142.2021.1941498","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0

摘要

摘要本研究考察了游戏化如何影响Z世代的奉献倾向。游戏化是游戏设计元素和原则在非游戏环境中的应用。大量研究集中在自我意识、因果归因和行动的相互作用上。研究人员关注的是个人如何感知他们在导致成功或失败的事件中的参与程度。实验表明,当人们被诱导更有自我意识时,他们更有可能将成功归因于自己。本文在游戏化活动的背景下考察了这些现象。我们进行了一项主题内实验设计,涉及351名Z世代受访者,以评估游戏化是否有影响力,以及哪些事件特别引人注目。我们的研究结果表明,游戏化活动在吸引Z世代方面非常有效,基于团队的游戏化活动尤其吸引人。本文讨论了营销游戏化对非营利组织的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using Gamification Techniques to Enable Generation Z’s Propensity to Do Good
ABSTRACT This research examines how gamification might affect Gen Z’s propensity to give. Gamification is the application of game-design elements and principles in non-game contexts. A large body of research focuses on the interplay of self-awareness, causal attribution, and action. Researchers have focused on how individuals perceive how involved they are in the cause of events leading to either success or failure. Experiments have shown that when people are induced to be more self-aware, they are more likely to attribute the success to themselves. This paper examines these phenomena in the context of gamified activities. We conducted a within-subject experimental design involving 351 Gen Z respondents to gauge if gamification is impactful and which events were particularly compelling. Our findings showed that gamified events were very effective at engaging Gen Z and that team-based gamification events were particularly engaging. Marketing gamification implications for nonprofits are discussed in this paper.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
3.90
自引率
7.10%
发文量
19
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信