Cited by 23Educational Games and GamificationTechnology Adoption and User BehaviourDigital Games and Media

Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective

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Lin, Chih-Wei, Chien, Chun-Yu, Ou Yang, Chi-Pei, Mao, Tso-Yen·2022·Sustainability

Abstract

Gamification, an innovative tool for interacting with consumers that can be seen as a new trend in marketing, could enhance customer behavior, such as greater loyalty. This paper investigates the relationship between gamification, attitude, and customer behavioral intention. Using the Starbucks branded app as the tool, this study aims to identify the influencing factors of the app from a gamification perspective (achievement, challenge, rewards) on customer engagement, perceived playfulness, attitude, and behavior. The Technology Acceptance Model and Mechanics Dynamics Emotions were employed, using perceived playfulness as an intrinsic motivation of the Technology Acceptance Model. The subjects of this study were 581 customers in Taiwan who have used the Starbucks branded app. The primary data were gathered to test the hypothesis and propose a model. The findings showed that game elements have a positive influence on customer engagement and perceived playfulness. Gamification positively enhances customer engagement on the Starbucks branded app and creates joyful emotion and sustainable consumption. Thus, the game element positively affects subsequent behaviors, such as attitude and behavioral intention.

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  1. Chen, H.; Liu, F.; Dai, T. Chinese Consumers' Perceptions toward Smartphone and Marketing Communication on Smartphone. Int. J. Mob. Mark. 2013, 8, 38-45.
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Authors
Lin, C.-W., Chien, C.-Y., Ou Yang, C.-P., & Mao, T.-Y.
Affiliations
  • Chaoyang University of Technology (TW)
  • Department of Business Administration, Chaoyang University of Technology, Taichung City 413, Taiwan
Corresponding author
Mao, Tso-Yen
Venue
Sustainability
Publisher
MDPI AG
Published
2022-12-29
Volume
15
Issue
1
Pages
589
ISSN
2071-1050 (ISSN-L)
OpenAlex
W4313409456
Cited by
22
References
68
Citations by year
2026: 9 · 2025: 8 · 2024: 5
FWCI
4.95
Type
journal article
Language
en
Open access
Locations
  • Sustainability (publishedVersion, cc-by)
  • RePEc: Research Papers in Economics (submittedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Decision Sciences › Information Systems and Management › Technology Adoption and User Behaviour
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
gamification, sustainable consumption, customer engagement, perceived playfulness, consumer attitudes, behavioral intention, technology acceptance model, customer loyalty, app marketing

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