Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective
Abstract
:1. Introduction
2. Literature Review and Hypotheses Development
2.1. MDE Theory
2.2. Mechanics
2.3. Dynamics
2.4. Emotions
2.5. Perceived Playfulness and Attitude
2.6. Customer Engagement, Attitude, and Behavior Intention
2.7. Attitude and Behavior Intention
3. Materials and Methods
3.1. Research Model Proposal
3.2. Sampling Design and Data Collection
3.3. Analysis Method
4. Results
4.1. Normality Test
4.2. Common Method Variance (CMV Test)
4.3. Data Analysis for Validity and Reliability
4.4. Discriminant Validity Test
4.5. Demographics of Respondents
4.6. SEM Analysis
5. Discussion
6. Conclusions
6.1. Managerial Implications
6.2. Research Limitations and Future Research Suggestions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Variables | Items | Factor Loading | Cronbach’s Alpha (α) | C.R. | AVE |
---|---|---|---|---|---|
GE | I think participating in the Starbucks Rewards program is challenging. | 0.80 | 0.81 | 0.81 | 0.59 |
Participating in the Starbucks Rewards program gives me a sense of accomplishment. | 0.86 | ||||
I can receive membership information through the Starbucks app. | 0.62 | ||||
CE | I spent a lot of money on participating in the Starbucks Rewards program. | 0.70 | 0.85 | 0.85 | 0.53 |
I have tracked the activities of Starbucks Rewards program. | 0.84 | ||||
The activities of Starbucks Rewards program (e.g., discounts, advertisements, etc.) get my attention. | 0.70 | ||||
If I have a problem operating Starbucks Rewards program, I contact with Starbucks’ departments and seek assistance. | 0.67 | ||||
I will introduce Starbucks Rewards program to my friends. | 0.71 | ||||
PP | When I participate in Starbucks Rewards program, I often forget the work I have to do. | 0.70 | 0.90 | 0.90 | 0.65 |
It makes me feel happy when I participate in Starbucks Rewards program. | 0.82 | ||||
It makes me feel interested when I participate in Starbucks Rewards program. | 0.65 | ||||
I would lose track of time when I am absorbed in Starbucks Rewards program. | 0.92 | ||||
It makes me curious when I’m using Starbucks Rewards program. | 0.91 | ||||
ATT | I think the brand Starbucks can be trusted. | 0.56 | 0.85 | 0.85 | 0.60 |
I would choose Starbucks branded products over unbranded products. | 0.77 | ||||
Buying coffee-related products, the brand Starbucks is my first choice. | 0.86 | ||||
I consider myself a loyal consumer of the Starbucks brand. | 0.87 | ||||
BI | I will keep buying Starbucks products. | 0.89 | 0.91 | 0.91 | 0.66 |
When someone asks for a recommendation, I would recommend the Starbucks app. | 0.87 | ||||
I want to give the Starbucks app a high online rating. | 0.73 | ||||
I will share the information on the Starbucks app on social media. | 0.83 | ||||
I will recommend the Starbucks app to my family and friends. | 0.74 |
Variables | GE | CE | PP | Attitude | BI | AVE |
---|---|---|---|---|---|---|
GE | 0.77 | 0.59 | ||||
CE | 0.73 * | 0.73 | 0.53 | |||
PP | 0.67 * | 0.72 * | 0.81 | 0.65 | ||
ATT | 0.58 * | 0.59 * | 0.54 * | 0.77 | 0.60 | |
BI | 0.65 * | 0.70 * | 0.55 * | 0.76 * | 0.81 | 0.66 |
Variables | GE | CE | PP | ATT | BI |
---|---|---|---|---|---|
GE | - | ||||
CE | 0.87 | - | |||
PP | 0.79 | 0.83 | - | ||
ATT | 0.71 | 0.68 | 0.60 | - | |
BI | 0.75 | 0.80 | 0.62 | 0.88 | - |
Demographics | Respondents (%) | Demographics | Respondents (%) |
---|---|---|---|
Gender | Occupation | ||
Male | 29.1 | Students | 64.5 |
Female | 70.9 | Military personnel, civil servants, and teachers | 6.5 |
Age | Business | 7.6 | |
Below 22 | 63.0 | Freelance | 3.1 |
23–30 | 19.6 | Professional (Accountant, lawyer, doctor) | 2.8 |
31–40 | 5.0 | Service industry | 12.2 |
41 and above | 12.4 | Retired | 1.4 |
Education | Others | 1.9 | |
High School | 5.9 | Monthly income (TWD) | |
College degree | 79.3 | Below 20,000 | 53.2 |
Post Graduate degree | 14.8 | 20,001–30,000 | 19.3 |
30,001–40,000 | 9.8 | ||
40,001–50,000 | 5.3 | ||
50,001 and above | 11.9 |
Hypothesis | Path | Path Coefficient | Remarks |
---|---|---|---|
H1 | GE→CE | 0.90 * | Support |
H2 | GE→PP | 0.85 * | Support |
H3 | PP→ATT | 0.19 * | Support |
H4 | PP→BI | −0.04 | Not Support |
H5 | CE→ATT | 0.55 * | Support |
H6 | CE→BI | 0.42 * | Support |
H7 | ATT→BI | 0.58 * | Support |
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Lin, C.-W.; Chien, C.-Y.; Ou Yang, C.-P.; Mao, T.-Y. Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective. Sustainability 2023, 15, 589. https://doi.org/10.3390/su15010589
Lin C-W, Chien C-Y, Ou Yang C-P, Mao T-Y. Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective. Sustainability. 2023; 15(1):589. https://doi.org/10.3390/su15010589
Chicago/Turabian StyleLin, Chih-Wei, Chun-Yu Chien, Chi-Pei Ou Yang, and Tso-Yen Mao. 2023. "Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective" Sustainability 15, no. 1: 589. https://doi.org/10.3390/su15010589
APA StyleLin, C. -W., Chien, C. -Y., Ou Yang, C. -P., & Mao, T. -Y. (2023). Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective. Sustainability, 15(1), 589. https://doi.org/10.3390/su15010589