{"title":"游戏化过程中伊朗人的购买和消费改变","authors":"Farzaneh Paknejad, S. Mosaddad, H. Naeini","doi":"10.22068/IJIEPR.32.1.121","DOIUrl":null,"url":null,"abstract":"Optimal consumption is known as a nowadays concern which is related to scientific improvement, development of technology, product design, design and development based on standards, proper distribution of resources and, consequently, advancement in other less considered areas. Considering marketing, people are persuaded to purchase and consume the products throughout the gamification principles, even if this is more than the users’ needs. This cross-sectional study focused on consumption patterns and gamification. The main objectives of this research was to provide a modified pattern of purchasing and consuming bread through persuading the families. This study was done by simulated gamification patterns and assessment of participants’ feedback. The data was collected through literature review and interviews from a sample consisting of 25 students in the primary school. The results showed that gamification as a main factor was an appropriate stimulus for persuading purchasing and consumption behavior modification. However, the addition of mechanics in a relationship is not enough per se; reinforcement is required to enhance the quality of the perceived experience.","PeriodicalId":52223,"journal":{"name":"International Journal of Industrial Engineering and Production Research","volume":"27 1","pages":"121-132"},"PeriodicalIF":0.0000,"publicationDate":"2021-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Purchasing and Consumption Modification Among Iranians Throughout Gamification\",\"authors\":\"Farzaneh Paknejad, S. Mosaddad, H. Naeini\",\"doi\":\"10.22068/IJIEPR.32.1.121\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Optimal consumption is known as a nowadays concern which is related to scientific improvement, development of technology, product design, design and development based on standards, proper distribution of resources and, consequently, advancement in other less considered areas. Considering marketing, people are persuaded to purchase and consume the products throughout the gamification principles, even if this is more than the users’ needs. This cross-sectional study focused on consumption patterns and gamification. The main objectives of this research was to provide a modified pattern of purchasing and consuming bread through persuading the families. This study was done by simulated gamification patterns and assessment of participants’ feedback. The data was collected through literature review and interviews from a sample consisting of 25 students in the primary school. The results showed that gamification as a main factor was an appropriate stimulus for persuading purchasing and consumption behavior modification. However, the addition of mechanics in a relationship is not enough per se; reinforcement is required to enhance the quality of the perceived experience.\",\"PeriodicalId\":52223,\"journal\":{\"name\":\"International Journal of Industrial Engineering and Production Research\",\"volume\":\"27 1\",\"pages\":\"121-132\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-01-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Industrial Engineering and Production Research\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.22068/IJIEPR.32.1.121\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Decision Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Industrial Engineering and Production Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22068/IJIEPR.32.1.121","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Decision Sciences","Score":null,"Total":0}
Purchasing and Consumption Modification Among Iranians Throughout Gamification
Optimal consumption is known as a nowadays concern which is related to scientific improvement, development of technology, product design, design and development based on standards, proper distribution of resources and, consequently, advancement in other less considered areas. Considering marketing, people are persuaded to purchase and consume the products throughout the gamification principles, even if this is more than the users’ needs. This cross-sectional study focused on consumption patterns and gamification. The main objectives of this research was to provide a modified pattern of purchasing and consuming bread through persuading the families. This study was done by simulated gamification patterns and assessment of participants’ feedback. The data was collected through literature review and interviews from a sample consisting of 25 students in the primary school. The results showed that gamification as a main factor was an appropriate stimulus for persuading purchasing and consumption behavior modification. However, the addition of mechanics in a relationship is not enough per se; reinforcement is required to enhance the quality of the perceived experience.