The Moderating Effect of Green Advertising on the Relationship between Gamification and Sustainable Consumption Behavior: A Case Study of the Ant Forest Social Media App
Abstract
:1. Introduction
2. Theoretical Foundation
3. Hypotheses Development
4. Methodology
4.1. Survey Design
4.2. Measurements
5. Results
5.1. Measurement Model
5.2. Structural Model
6. Discussion
7. Conclusions
7.1. Theoretical Significance
7.2. Practical Significance
7.3. Limitations and Future Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Niamir, L.; Kiesewetter, G.; Wagner, F.; Schöpp, W.; Filatova, T.; Voinov, A.; Bressers, H. Assessing the macroeconomic impacts of individual behavioral changes on carbon emissions. Clim. Change 2020, 158, 141–160. [Google Scholar] [CrossRef]
- Evans, D.M.; Browne, A.L.; Gortemaker, I.A. Environmental leapfrogging and everyday climate cultures: Sustainable water consumption in the Global South. Clim. Change 2020, 163, 83–97. [Google Scholar] [CrossRef]
- Wang, S.; Wang, J.; Wang, Y.; Yan, J.; Li, J. Environmental knowledge and consumers’ intentions to visit green hotels: The mediating role of consumption values. J. Travel Tour. Mark. 2018, 35, 1261–1271. [Google Scholar] [CrossRef]
- Ur Rahman, S.; Chwialkowska, A.; Hussain, N.; Bhatti, W.A.; Luomala, H. Cross-cultural perspective on sustainable consumption: Implications for consumer motivations and promotion. Environ. Dev. Sustain. 2021, 25, 997–1016. [Google Scholar] [CrossRef]
- Chwialkowska, A.; Bhatti, W.A.; Glowik, M. The influence of cultural values on pro-environmental behavior. J. Clean. Prod. 2020, 268, 122305. [Google Scholar] [CrossRef]
- Rialti, R.; Filieri, R.; Zollo, L.; Bazi, S.; Ciappei, C. Assessing the relationship between gamified advertising and in-app purchases: A consumers’ benefits-based perspective. Int. J. Advert. 2022, 41, 868–891. [Google Scholar] [CrossRef]
- Vashisht, D.; Royne, M.B.; Sreejesh, S. What we know and need to know about the gamification of advertising: A review and synthesis of the advergame studies. Eur. J. Mark. 2019, 53, 607–634. [Google Scholar] [CrossRef]
- Kassabli Al Fakhry, C. Marketing strategies in the age of technology. In International Conference on Digital Economy; Springer: Cham, Switzerland, 2019; pp. 342–351. [Google Scholar]
- Chi, M.; Pan, M.; Yan, W. Research on the formation mechanism of tenants’ sustainable consumption behavior in shared accommodation-the interactive effect of user generated signal and platform authentication signal. Tour. Trib. 2020, 35, 36–48. [Google Scholar]
- Farooq Baqal, Y.; Abdulkhaleq, S. Analysis of factors influencing the decisions over purchasing second-hand products. Int. J. Soc. Sci. Educ. Stud. 2018, 4, 80–90. [Google Scholar]
- Chen, M.Y.; Chiu, C.I. Go green: How to influence the perceived effectiveness of a green product? Int. J. Advert. 2016, 35, 622–641. [Google Scholar] [CrossRef]
- Chen, Y.; Yao, H. Understanding how advertising gamification influences consumers: The effect of image experience and interactivity. In International Conference on Applied Human Factors and Ergonomics; Springer: Cham, Switzerland, 2019; pp. 71–85. [Google Scholar]
- Frías-Jamilena, D.M.; Fernández-Ruano, M.L.; Polo-Peña, A.I. Gamified environmental interpretation as a strategy for improving tourist behavior in support of sustainable tourism: The moderating role of psychological distance. Tour. Manag. 2022, 91, 104519. [Google Scholar] [CrossRef]
- Sreejesh, S.; Ghosh, T.; Dwivedi, Y.K. Moving beyond the content: The role of contextual cues in the effectiveness of gamification of advertising. J. Bus. Res. 2021, 132, 88–101. [Google Scholar] [CrossRef]
- Huo, J.; Jiang, Y. Effectiveness evaluation for the gamification of out-of-home advertising. Mark. Intell. Plan. 2022, 40, 929–944. [Google Scholar] [CrossRef]
- Seemiller, C.; Grace, M. Generation Z: A Century in the Making; Routledge: London, UK, 2018. [Google Scholar]
- Gentina, E.; Parry, E. (Eds.) The New Generation Z in Asia: Dynamics, Differences, Digitalization; Emerald Group Publishing: Bingley, UK, 2020. [Google Scholar]
- Chen, S. Chinese Traditional Clothing Brands’ Transformation in the Face of Generation Z-Taking Bosideng as an Example. In Proceedings of the 2022 2nd International Conference on Enterprise Management and Economic Development (ICEMED 2022), Dalian, China, 27–29 May 2022; Atlantis Press: Dordrecht, The Netherlands, 2022; pp. 35–39. [Google Scholar]
- Al Mamun, A.; Mohamad, M.R.; Yaacob, M.R.B.; Mohiuddin, M. Intention and behavior towards green consumption among low-income households. J. Environ. Manag. 2018, 227, 73–86. [Google Scholar] [CrossRef]
- Milanesi, M.; Guercini, S.; Runfola, A. Let’s play! Gamification as a marketing tool to deliver a digital luxury experience. Electron. Commer. Res. 2022, 1–18. [Google Scholar] [CrossRef]
- Grangeia, T.D.A.G.; De Jorge, B.; Cecílio-Fernandes, D.; Tio, R.A.; de Carvalho-Filho, M.A. Learn+fun! social media and gamification sum up to foster a community of practice during an emergency medicine rotation. Health Prof. Educ. 2019, 5, 321–335. [Google Scholar] [CrossRef]
- Chaney, I.; Hosany, S.; Wu, M.S.S.; Chen, C.H.S.; Nguyen, B. Size does matter: Effects of in-game advertising stimuli on brand recall and brand recognition. Comput. Hum. Behav. 2018, 86, 311–318. [Google Scholar] [CrossRef]
- Guerra, L.; Saxena, D. Effectiveness of in-game advertisements within role-playing games. Int. J. Electron. Mark. Retail. 2022, 13, 280–299. [Google Scholar] [CrossRef]
- Rios-Pino, L.F.; Mejía-Perea, J.E.; Gallardo-Echenique, E.E. Players Attitudes Towards In-Game Advertising. In International Conference on Information Technology & Systems; Springer: Cham, Switzerland, 2021; pp. 167–176. [Google Scholar]
- Kim, Y.; Leng, H.K. Effectiveness of in-game advertisement: An examination of repetition effect, brand familiarity and the relationship between gaming skills and advertising execution. J. Glob. Sport Manag. 2017, 2, 42–64. [Google Scholar] [CrossRef]
- Hamari, J. Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electron. Commer. Res. Appl. 2013, 12, 236–245. [Google Scholar] [CrossRef]
- Mishra, S.; Malhotra, G. The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness. Int. J. Inf. Manag. 2021, 61, 102245. [Google Scholar] [CrossRef]
- Xi, N.; Hamari, J. Does gamification affect brand engagement and equity? A study in online brand communities. J. Bus. Res. 2020, 109, 449–460. [Google Scholar] [CrossRef]
- Mitchell, R.; Schuster, L.; Drennan, J. Understanding how gamification influences behaviour in social marketing. Australas. Mark. J. (AMJ) 2017, 25, 12–19. [Google Scholar] [CrossRef]
- Alsawaier, R.S. The effect of gamification on motivation and engagement. Int. J. Inf. Learn. Technol. 2018, 35, 56–79. [Google Scholar] [CrossRef]
- Eppmann, R.; Klein, K.; Bekk, M. WTG (Way to go)! How to take gamification research in marketing to the next level. Mark. ZFP–J. Res. Manag. 2018, 40, 44–52. [Google Scholar] [CrossRef]
- Xi, N.; Hamari, J. Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. Int. J. Inf. Manag. 2019, 46, 210–221. [Google Scholar] [CrossRef]
- Zhang, B.; Hu, X.; Gu, M. Promote pro-environmental behaviour through social media: An empirical study based on Ant Forest. Environ. Sci. Policy 2022, 137, 216–227. [Google Scholar] [CrossRef]
- Chen, B.; Feng, Y.; Sun, J.; Yan, J. Motivation analysis of online green users: Evidence from Chinese “Ant Forest”. Front. Psychol. 2020, 11, 1335. [Google Scholar] [CrossRef]
- Mi, L.; Xu, T.; Sun, Y.; Zhao, J.; Lv, T.; Gan, X.; Shang, K.; Qiao, L. Playing Ant Forest to promote online green behavior: A new perspective on uses and gratifications. J. Environ. Manag. 2021, 278, 111544. [Google Scholar] [CrossRef]
- Wang, X.; Yao, X. Fueling pro-environmental behaviors with gamification design: Identifying key elements in ant forest with the kano model. Sustainability 2020, 12, 2213. [Google Scholar] [CrossRef]
- Sun, Y.; Xing, J. The Impact of Gamification Motivation on Green Consumption Behavior—An Empirical Study Based on Ant Forest. Sustainability 2023, 15, 512. [Google Scholar] [CrossRef]
- Yang, Z.; Kong, X.; Sun, J.; Zhang, Y. Switching to green lifestyles: Behavior change of ant forest users. Int. J. Environ. Res. Public Health 2018, 15, 1819. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Sun, C.W.; Obrenovic, B.; Li, H.T. Influence of Virtual CSR Co-Creation on the Purchase Intention of Green Products under the Heterogeneity of Experience Value. Sustainability 2022, 14, 13617. [Google Scholar] [CrossRef]
- George, G.; Merrill, R.K.; Schillebeeckx, S.J. Digital sustainability and entrepreneurship: How digital innovations are helping tackle climate change and sustainable development. Entrep. Theory Pract. 2021, 45, 999–1027. [Google Scholar] [CrossRef]
- Zhang, Y.; Chen, J.; Han, Y.; Qian, M.; Guo, X.; Chen, R.; Xu, D.; Chen, Y. The contribution of Fintech to sustainable development in the digital age: Ant forest and land restoration in China. Land Use Policy 2021, 103, 105306. [Google Scholar] [CrossRef]
- Shen, X.; Wang, L.; Huang, X.; Yang, S. How China’s internet commonweal platform improves customer participation willingness? An exploratory study of Ant Forest. Chin. Manag. Stud. 2021, 15, 196–221. [Google Scholar] [CrossRef]
- Cheung, M.F.; To, W.M. Service co-creation in social media: An extension of the theory of planned behavior. Comput. Hum. Behav. 2016, 65, 260–266. [Google Scholar] [CrossRef]
- Jiang, C.; Zhao, W.; Sun, X.; Zhang, K.; Zheng, R.; Qu, W. The effects of the self and social identity on the intention to microblog: An extension of the theory of planned behavior. Comput. Hum. Behav. 2016, 64, 754–759. [Google Scholar] [CrossRef]
- Carter, S.; Yeo, A.C.M. Mobile apps usage by Malaysian business undergraduates and postgraduates: Implications for consumer behaviour theory and marketing practice. Internet Res. 2016, 26, 733–757. [Google Scholar] [CrossRef]
- Kim, E.; Lee, J.A.; Sung, Y.; Choi, S.M. Predicting selfie-posting behavior on social networking sites: An extension of theory of planned behavior. Comput. Hum. Behav. 2016, 62, 116–123. [Google Scholar] [CrossRef]
- Ajzen, I. The theory of planned behavior. Organ. Behav. Hum. Decis. Process. 1991, 50, 179–211. [Google Scholar] [CrossRef]
- Wang, J.; Tao, J.; Chu, M. Behind the label: Chinese consumers’ trust in food certification and the effect of perceived quality on purchase intention. Food Control 2020, 108, 106825. [Google Scholar] [CrossRef]
- Choi, D.; Johnson, K.K. Influences of environmental and hedonic motivations on intention to purchase green products: An extension of the theory of planned behavior. Sustain. Prod. Consum. 2019, 18, 145–155. [Google Scholar] [CrossRef]
- Xu, X.; Hua, Y.; Wang, S.; Xu, G. Determinants of consumer’s intention to purchase authentic green furniture. Resour. Conserv. Recycl. 2020, 156, 104721. [Google Scholar] [CrossRef]
- Kautish, P.; Paul, J.; Sharma, R. The moderating influence of environmental consciousness and recycling intentions on green purchase behavior. J. Clean. Prod. 2019, 228, 1425–1436. [Google Scholar] [CrossRef]
- Nekmahmud, M.; Fekete-Farkas, M. Why not green marketing? Determinates of consumers’ intention to green purchase decision in a new developing nation. Sustainability 2020, 12, 7880. [Google Scholar] [CrossRef]
- Raman, P. Examining the importance of gamification, social interaction and perceived enjoyment among young female online buyers in India. Young Consum. 2021, 22, 387–412. [Google Scholar] [CrossRef]
- Morschheuser, B.; Hamari, J.; Maedche, A. Cooperation or competition - When do people contribute more? A field experiment on gamification of crowdsourcing. Int. J. Hum. -Comput. Stud. 2019, 127, 7–24. [Google Scholar] [CrossRef]
- Rodrigues, L.F.; Oliveira, A.; Costa, C.J. Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking. Comput. Hum. Behav. 2016, 61, 114–126. [Google Scholar] [CrossRef]
- Ye, S.; Lei, S.I.; Shen, H.; Xiao, H. Social presence, telepresence and customers’ intention to purchase online peer-to-peer accommodation: A mediating model. J. Hosp. Tour. Manag. 2020, 42, 119–129. [Google Scholar] [CrossRef]
- Yin, J.; Qiu, X. AI technology and online purchase intention: Structural equation model based on perceived value. Sustainability 2021, 13, 5671. [Google Scholar] [CrossRef]
- Ma, Y. To shop or not: Understanding Chinese consumers’ live-stream shopping intentions from the perspectives of uses and gratifications, perceived network size, perceptions of digital celebrities, and shopping orientations. Telemat. Inform. 2021, 59, 101562. [Google Scholar] [CrossRef]
- Ayar, I.; Gürbüz, A. Sustainable consumption intentions of consumers in Turkey: A research within the theory of planned behavior. SAGE Open 2021, 11, 21582440211047563. [Google Scholar] [CrossRef]
- Huang, L.; Li, Y.; Huang, X.; Zhou, L. How social distance affects the intention and behavior of collaborative consumption: A study based on online car-hailing service. J. Retail. Consum. Serv. 2021, 61, 102534. [Google Scholar] [CrossRef]
- Li, Y.; Zhong, C. Factors driving consumption behavior for green aquatic products: Empirical research from Ningbo, China. Br. Food J. 2017, 119, 1442–1458. [Google Scholar] [CrossRef]
- Ghosh, T.; Dwivedi, Y.K. Brands in a game or a game for brands? Comparing the persuasive effectiveness of in-game advertising and advergames. Psychol. Mark. 2022, 39, 2328–2348. [Google Scholar] [CrossRef]
- Dhahak, K.; Huseynov, F. The Influence of Gamification on Online Consumers’ Attitude and Intention to Purchase Fast Moving Consumer Goods. Bus. Econ. Res. J. 2020, 11, 769–791. [Google Scholar] [CrossRef]
- Hussain, M.; Islam, T.; Rehman, S.U. What you see is what you get: Assessing in-game advertising effectiveness. J. Res. Interact. Mark. 2022. ahead-of-print. [Google Scholar] [CrossRef]
- Ghosh, T. Winning versus not losing: Exploring the effects of in-game advertising outcome on its effectiveness. J. Interact. Mark. 2016, 36, 134–147. [Google Scholar] [CrossRef]
- Wang, X.; Ming, M.; Zhang, Y. Are “people” or “animals” more attractive? Anthropomorphic images in green-product advertising. J. Clean. Prod. 2020, 276, 122719. [Google Scholar] [CrossRef]
- Sun, J.; Chen, C.; Lan, J. Direct Expression or Indirect Transmission? An Empirical Research on the Impacts of Explicit and Implicit Appeals in Green Advertising. Sustainability 2022, 14, 16192. [Google Scholar] [CrossRef]
- Yoon, H.J.; Kim, Y.J. Understanding green advertising attitude and behavioral intention: An application of the health belief model. J. Promot. Manag. 2016, 22, 49–70. [Google Scholar] [CrossRef]
- Hussain, S.A.; Haq, M.A.U.; Soomro, Y.A. Factors Influencing Consumers’ Green Purchase Behavior: Green Advertising as Moderator. Mark. Manag. Innov. 2020, 4, 144–153. [Google Scholar] [CrossRef]
- Szymkowiak, A.; Melović, B.; Dabić, M.; Jeganathan, K.; Kundi, G.S. Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people. Technol. Soc. 2021, 65, 101565. [Google Scholar] [CrossRef]
- Szabó, C.M.; Bartal, O.; Nagy, B. The Methods and IT-Tools Used in Higher Education Assessed in the Characteristics and Attitude of Gen Z. Acta Polytech. Hung. 2021, 18, 121–140. [Google Scholar] [CrossRef]
- Wee, L.L.M.; Goy, S.C. The effects of ethnicity, gender and parental financial socialisation on financial knowledge among Gen Z: The case of Sarawak, Malaysia. Int. J. Soc. Econ. 2022, 49, 1349–1367. [Google Scholar] [CrossRef]
- Lestari, D. Measuring e-commerce adoption behaviour among gen-Z in Jakarta, Indonesia. Econ. Anal. Policy 2019, 64, 103–115. [Google Scholar] [CrossRef]
- Nazar, W.; Leszkowicz, J.; Pieńkowska, A.; Brzeziński, M.; Szlagatys-Sidorkiewicz, A.; Plata-Nazar, K. Before-and-after online community survey on knowledge and perception of COVID-19 pandemic. BMC Infect. Dis. 2020, 20, 1–14. [Google Scholar] [CrossRef]
- Singh, S.; Sagar, R. A critical look at online survey or questionnaire-based research studies during COVID-19. Asian J. Psychiatry 2021, 65, 102850. [Google Scholar] [CrossRef]
- Shan, Y.; Ji, M.; Xie, W.; Li, R.; Qian, X.; Zhang, X.; Hao, T. Chinese version of the mobile health app usability questionnaire: Translation, adaptation, and validation study. JMIR Form. Res. 2022, 6, e37933. [Google Scholar] [CrossRef]
- Andrade, C. The inconvenient truth about convenience and purposive samples. Indian J. Psychol. Med. 2021, 43, 86–88. [Google Scholar] [CrossRef] [PubMed]
- Bastani, P.; Bahrami, M.A.; Kapellas, K.; Yusefi, A.; Rossi-Fedele, G. Online oral health information seeking experience and knowledge, attitudes and practices of oral health among iranian medical students: An online survey. BMC Oral Health 2022, 22, 29. [Google Scholar] [CrossRef] [PubMed]
- Mkik, S.; Khouilid, M.; Aomari, A. Green advertising and environmentally consumption: The level of awareness and Moroccan costumer’s perception. IOSR J. Bus. Manag. 2017, 19, 1–11. [Google Scholar]
- Rouibah, K.; Lowry, P.B.; Hwang, Y. The effects of perceived enjoyment and perceived risks on trust formation and intentions to use online payment systems: New perspectives from an Arab country. Electron. Commer. Res. Appl. 2016, 19, 33–43. [Google Scholar] [CrossRef]
- Chi, N.T.K. Understanding the effects of eco-label, eco-brand, and social media on green consumption intention in ecotourism destinations. J. Clean. Prod. 2021, 321, 128995. [Google Scholar] [CrossRef]
- Awais, M.; Samin, T.; Gulzar, M.A.; Hwang, J.; Zubair, M. Unfolding the association between the big five, frugality, e-mavenism, and sustainable consumption behavior. Sustainability 2020, 12, 490. [Google Scholar] [CrossRef]
- Brown, S.E.; Scobbie, L.; Worrall, L.; Brady, M.C. A multinational online survey of the goal setting practice of rehabilitation staff with stroke survivors with aphasia. Aphasiology 2022, 1–25. [Google Scholar] [CrossRef]
- Paulin, M.V.; Caney, S.M.; Cosford, K.L. Online survey to determine client perceptions of feline chronic lower airway disease management: Response to therapy, side effects and challenges encountered. J. Feline Med. Surg. 2022, 24, 1219–1227. [Google Scholar] [CrossRef]
- Nasution, M.I.; Fahmi, M.; Prayogi, M.A. The Quality of Small and Medium Enterprises Performance Using the Structural Equation Model-Part Least Square (SEM-PLS). In Journal of Physics: Conference Series; IOP Publishing: Bristol, UK, 2020; Volume 1477, p. 052052. [Google Scholar]
- Lopez-Odar, D.; Alvarez-Risco, A.; Vara-Horna, A.; Chafloque-Cespedes, R.; Sekar, M.C. Validity and reliability of the questionnaire that evaluates factors associated with perceived environmental behavior and perceived ecological purchasing behavior in Peruvian consumers. Soc. Responsib. J. 2019, 16, 403–417. [Google Scholar] [CrossRef]
- Afthanorhan, A.; Ghazali, P.L.; Rashid, N. Discriminant validity: A comparison of CBSEM and consistent PLS using Fornell & Larcker and HTMT approaches. In Journal of Physics: Conference Series; IOP Publishing: Bristol, UK, 2021; Volume 1874, p. 012085. [Google Scholar]
- Sarstedt, M.; Ringle, C.M.; Hair, J.F. Partial least squares structural equation modeling. In Handbook of Market Research; Springer International Publishing: Cham, Switzerland, 2021; pp. 587–632. [Google Scholar]
- Ali, F.; Kim, W.G.; Ryu, K. The effect of physical environment on passenger delight and satisfaction: Moderating effect of national identity. Tour. Management. 2016, 57, 213–224. [Google Scholar] [CrossRef]
- Cohen, J. Statistical Power Analysis for the Behavioral Sciences, 2nd ed.; Routledge: New York, NY, USA, 2013. [Google Scholar]
- Chen, Y. Understanding how educational gamification impacts users’ behavior: A theoretical analysis. In Proceedings of the 6th International Conference on Information and Education Technology, Osaka, Japan, 6–8 January 2018; pp. 154–159. [Google Scholar]
- Shi, Y. The impact of consumer innovativeness on the intention of clicking on SNS advertising. Mod. Econ. 2018, 9, 278. [Google Scholar] [CrossRef]
- Arora, N. Study of How Online Advertising has become very Intrusive. Think India J. 2019, 22, 285–292. [Google Scholar]
- Bulut, Z.A.; Kökalan Çımrin, F.; Doğan, O. Gender, generation and sustainable consumption: Exploring the behaviour of consumers from Izmir, Turkey. Int. J. Consum. Stud. 2017, 41, 597–604. [Google Scholar] [CrossRef]
- Bai, Y.; Meng, X. Environmental Collaboration under Various Contracts in the O2O Closed-Loop Supply Chain. Discret. Dyn. Nat. Soc. 2022, 2022, 2767766. [Google Scholar] [CrossRef]
- Chen, L.; Qie, K.; Memon, H.; Yesuf, H.M. The empirical analysis of green innovation for fashion brands, perceived value and green purchase intention—Mediating and moderating effects. Sustainability 2021, 13, 4238. [Google Scholar] [CrossRef]
- Martins, A. SME Green Marketing. In Responsible Management in Emerging Markets; Palgrave Macmillan: London, UK, 2021. [Google Scholar]
- Zhang, Y.; Xiao, S.; Zhou, G. User continuance of a green behavior mobile application in China: An empirical study of Ant Forest. J. Clean. Prod. 2020, 242, 118497. [Google Scholar] [CrossRef]
- Silva, M.E.; de Sousa-Filho, J.M.; Yamim, A.P.; Diógenes, A.P. Exploring nuances of green skepticism in different economies. Mark. Intell. Plan. 2020, 38, 449–463. [Google Scholar] [CrossRef]
Construct | Code | Questionnaire Items | Source |
---|---|---|---|
Green Advertising (GA) | GA1 | Green advertising is essential to recognize environmentally friendly products in Ant Forest. | Mkik et al., 2017 [79] |
GA2 | Green advertising reinforces the environmental commitment of the brand/product in Ant Forest. | ||
GA3 | Green advertising reinforces the ecological image of the brand in Ant Forest. | ||
GA4 | Green advertising attracts the attention of consumers in Ant Forest. | ||
GA5 | Green advertising is effective at changing consumer behavior in Ant Forest. | ||
Gamification (GAM) | GAM1 | Ant Forest can be used very well on the Alipay platform. | Grangeia et al., 2019 [21] |
GAM2 | I felt more motivated to practice sustainable behaviors after using Ant Forest. | ||
GAM3 | I felt motivated to reflect on previous sustainability behaviors after using Ant Forest. | ||
GAM4 | The levels of Ant Forest motivated me to practice sustainable behaviors even more. | ||
GAM5 | Ant Forest turned my sustainable behaviors funnier. | ||
GAM6 | Ant Forest has played a good navigation role for the Alipay platform. | ||
GAM7 | After using Ant Forest, I had more interest in sustainable behaviors than I was not interested in before. | ||
GAM8 | Ant Forest helped me develop my daily sustainability behaviors. | ||
GAM9 | The medals received in Ant Forest were one more reason to motivate me to practice sustainability behaviors. | ||
GAM10 | I became happy and proud of my friends for acquiring their medals. | ||
Perceived Enjoyment (PE) | PE1 | I have fun interacting with Ant Forest. | Rouibah et al., 2016 [80] |
PE2 | Using Ant Forest provides me with a lot of enjoyment. | ||
PE3 | I enjoy using Ant Forest. | ||
Sustainable Consumption Intention (SCI) | SCI1 | I plan to buy green products (organic foods or energy-saving products) through Alipay next month. | Chi, 2021 [81] |
SCI2 | I am willing to consider switching to other brands for ecological reasons. | ||
SCI3 | I am willing to spend more money to buy healthy products through Alipay. | ||
SCI4 | I will consider buying green products through Alipay because they are less polluting. | ||
Sustainable Consumption Behavior (SCB) | SCB1 | I perform daily activities to care for and preserve the environment. | Awais et al., 2020 [82] |
SCB2 | I would like to make changes in my lifestyle in search of more responsible consumption. | ||
SCB3 | I am satisfied with my responsible consumption behaviors. | ||
SCB4 | I purchase and use environmentally friendly products. | ||
SCB5 | I often pay extra money to purchase an environmentally friendly product. |
Total N = 305 | |||
---|---|---|---|
Frequency | % | ||
Age | 18 | 34 | 11.15 |
19 | 104 | 34.10 | |
20 | 86 | 28.20 | |
21 | 11 | 3.61 | |
22 | 26 | 8.52 | |
23 | 13 | 4.26 | |
24 | 16 | 5.25 | |
25 | 15 | 4.92 | |
Gender | Male | 115 | 37.70 |
Female | 190 | 62.30 | |
Education | Undergraduate | 229 | 75.08 |
Postgraduate | 76 | 24.92 | |
Occupation | Public official | 3 | 0.98 |
Professional technician | 21 | 6.89 | |
Researcher | 28 | 9.18 | |
Freelancers | 7 | 2.30 | |
Student | 246 | 80.66 | |
Monthly income | Below CNY 4000 | 159 | 52.13 |
CNY 4000–6000 | 23 | 7.54 | |
CNY 6001–10,000 | 28 | 9.18 | |
CNY 10,001–16,000 | 7 | 2.30 | |
Do not want to say | 88 | 28.85 | |
Duration of using Ant Forest | Less than one month | 91 | 29.84 |
One month–Five months | 75 | 24.59 | |
Six months–One year | 34 | 11.15 | |
Greater than one year | 105 | 34.43 | |
Frequency of using Ant Forest | Every few days | 201 | 65.90 |
Once a day | 81 | 26.56 | |
Several times a day | 23 | 7.54 | |
Achievements while using Ant Forest | Collected “green energy” but never completed a planting | 243 | 79.67 |
Completed a planting | 53 | 17.38 | |
Complete multiple plantings | 9 | 2.95 | |
The way to learn about Ant Forest | Recommended by Alipay | 221 | 72.46 |
Publicity from friend | 37 | 12.13 | |
Advertising | 15 | 4.92 | |
Others | 32 | 10.49 |
Item | Mean | Scale Min. | Scale Max. | Standard Dev. | p-Value |
---|---|---|---|---|---|
GA1 | 4.003 | 2 | 5 | 0.847 | 0.000 |
GA2 | 4.134 | 2 | 5 | 0.796 | 0.000 |
GA3 | 4.118 | 2 | 5 | 0.763 | 0.000 |
GA4 | 4.046 | 2 | 5 | 0.800 | 0.000 |
GA5 | 3.866 | 2 | 5 | 0.926 | 0.000 |
GAM1 | 4.013 | 1 | 5 | 0.941 | 0.000 |
GAM2 | 3.748 | 1 | 5 | 0.961 | 0.000 |
GAM3 | 3.777 | 1 | 5 | 0.990 | 0.000 |
GAM4 | 3.820 | 1 | 5 | 0.915 | 0.000 |
GAM5 | 3.902 | 1 | 5 | 0.918 | 0.000 |
GAM6 | 3.846 | 1 | 5 | 0.868 | 0.000 |
GAM7 | 3.810 | 2 | 5 | 0.885 | 0.000 |
GAM8 | 3.895 | 2 | 5 | 0.877 | 0.000 |
GAM9 | 3.938 | 2 | 5 | 0.853 | 0.000 |
GAM10 | 3.964 | 1 | 5 | 0.862 | 0.000 |
PE1 | 4.030 | 2 | 5 | 0.847 | 0.000 |
PE2 | 4.000 | 2 | 5 | 0.802 | 0.000 |
PE3 | 3.980 | 2 | 5 | 0.864 | 0.000 |
SCI1 | 3.626 | 2 | 5 | 0.915 | 0.000 |
SCI2 | 3.738 | 1 | 5 | 0.953 | 0.000 |
SCI3 | 3.875 | 1 | 5 | 0.936 | 0.000 |
SCI4 | 3.885 | 2 | 5 | 0.904 | 0.000 |
SCB1 | 4.016 | 1 | 5 | 0.903 | 0.000 |
SCB2 | 3.892 | 2 | 5 | 0.825 | 0.000 |
SCB3 | 3.856 | 2 | 5 | 0.908 | 0.000 |
SCB4 | 3.898 | 2 | 5 | 0.833 | 0.000 |
SCB5 | 3.748 | 2 | 5 | 0.875 | 0.000 |
Construct | Item | Loading | Cronbach’s Alpha | CR | AVE |
---|---|---|---|---|---|
Green Advertising | GA1 | 0.911 | 0.944 | 0.948 | 0.818 |
GA2 | 0.917 | ||||
GA3 | 0.925 | ||||
GA4 | 0.910 | ||||
GA5 | 0.856 | ||||
Gamification | GAM1 | 0.805 | 0.941 | 0.942 | 0.653 |
GAM2 | 0.785 | ||||
GAM3 | 0.825 | ||||
GAM4 | 0.814 | ||||
GAM5 | 0.810 | ||||
GAM6 | 0.823 | ||||
GAM7 | 0.807 | ||||
GAM8 | 0.800 | ||||
GAM9 | 0.804 | ||||
GAM10 | 0.807 | ||||
Perceived Enjoyment | PE1 | 0.941 | 0.941 | 0.941 | 0.895 |
PE2 | 0.952 | ||||
PE3 | 0.945 | ||||
Sustainable Consumption Intention | SCI1 | 0.853 | 0.837 | 0.839 | 0.671 |
SCI2 | 0.800 | ||||
SCI3 | 0.789 | ||||
SCI4 | 0.834 | ||||
Sustainable Consumption Behavior | SCB1 | 0.804 | 0.834 | 0.837 | 0.602 |
SCB2 | 0.755 | ||||
SCB3 | 0.792 | ||||
SCB4 | 0.818 | ||||
SCB5 | 0.707 |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | ||
---|---|---|---|---|---|---|---|---|---|
1. | Green Advertising | ||||||||
2. | Gamification | 0.889 | |||||||
3. | Perceived Enjoyment | 0.863 | 0.859 | ||||||
4. | Sustainable Consumption Intention | 0.771 | 0.862 | 0.877 | |||||
5. | Sustainable Consumption Behavior | 0.805 | 0.868 | 0.830 | 0.894 | ||||
6. | Green Advertising × Gamification | 0.151 | 0.148 | 0.077 | 0.135 | 0.234 | |||
7. | Green Advertising × Perceived Enjoyment | 0.130 | 0.090 | 0.048 | 0.117 | 0.152 | 0.823 | ||
8. | Green Advertising × Sustainable Consumption Intention | 0.137 | 0.122 | 0.035 | 0.101 | 0.189 | 0.710 | 0.765 |
Hypothesis/Relationship | Std. Beta | Std. Dev. | t-Value | p-Value | Decision | f2 | |
---|---|---|---|---|---|---|---|
H1 | Gamification -> Perceived Enjoyment | 0.424 | 0.068 | 6.227 | 0.000 | Accept | 0.191 |
H2 | Perceived Enjoyment -> Sustainable Consumption Intention | 0.645 | 0.085 | 7.570 | 0.000 | Accept | 0.335 |
H3 | Sustainable Consumption Intention -> Sustainable Consumption Behavior | 0.482 | 0.051 | 9.524 | 0.000 | Accept | 0.343 |
H4 | Green Advertising × Gamification -> Perceived Enjoyment | 0.063 | 0.028 | 2.224 | 0.026 | Accept | 0.011 |
H5 | Green Advertising × Perceived Enjoyment -> Sustainable Consumption Intention | 0.022 | 0.042 | 0.527 | 0.598 | Reject | 0.001 |
H6 | Green Advertising × Sustainable Consumption Intention -> Sustainable Consumption Behavior | −0.100 | 0.044 | 2.273 | 0.023 | Accept | 0.021 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Huang, M.; Mohamad Saleh, M.S.; Zolkepli, I.A. The Moderating Effect of Green Advertising on the Relationship between Gamification and Sustainable Consumption Behavior: A Case Study of the Ant Forest Social Media App. Sustainability 2023, 15, 2883. https://doi.org/10.3390/su15042883
Huang M, Mohamad Saleh MS, Zolkepli IA. The Moderating Effect of Green Advertising on the Relationship between Gamification and Sustainable Consumption Behavior: A Case Study of the Ant Forest Social Media App. Sustainability. 2023; 15(4):2883. https://doi.org/10.3390/su15042883
Chicago/Turabian StyleHuang, Miao, Mohamad Saifudin Mohamad Saleh, and Izzal Asnira Zolkepli. 2023. "The Moderating Effect of Green Advertising on the Relationship between Gamification and Sustainable Consumption Behavior: A Case Study of the Ant Forest Social Media App" Sustainability 15, no. 4: 2883. https://doi.org/10.3390/su15042883
APA StyleHuang, M., Mohamad Saleh, M. S., & Zolkepli, I. A. (2023). The Moderating Effect of Green Advertising on the Relationship between Gamification and Sustainable Consumption Behavior: A Case Study of the Ant Forest Social Media App. Sustainability, 15(4), 2883. https://doi.org/10.3390/su15042883