Promoting Sustainable Consumer Behavior in E-commerce: An Empirical Study on the Influence of Gamification on Consumers’ Return Motivation
| dc.contributor.author | Rauh, Caterina | |
| dc.contributor.author | Straubert, Christian | |
| dc.contributor.author | Sucky, Eric | |
| dc.date.accessioned | 2023-12-26T18:44:33Z | |
| dc.date.available | 2023-12-26T18:44:33Z | |
| dc.date.issued | 2024-01-03 | |
| dc.identifier.doi | https://doi.org/10.24251/HICSS.2024.557 | |
| dc.identifier.isbn | 978-0-9981331-7-1 | |
| dc.identifier.other | a9fae1a6-4744-4a1d-b159-fcdfee7850e7 | |
| dc.identifier.uri | https://hdl.handle.net/10125/106942 | |
| dc.language.iso | eng | |
| dc.relation.ispartof | Proceedings of the 57th Hawaii International Conference on System Sciences | |
| dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International | |
| dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
| dc.subject | Human-centricity in a Sustainable Digital Economy | |
| dc.subject | consumer behavior | |
| dc.subject | e-commerce | |
| dc.subject | gamification | |
| dc.subject | product return management | |
| dc.subject | sustainability | |
| dc.title | Promoting Sustainable Consumer Behavior in E-commerce: An Empirical Study on the Influence of Gamification on Consumers’ Return Motivation | |
| dc.type | Conference Paper | |
| dc.type.dcmi | Text | |
| dcterms.abstract | An increasing number of product returns accompanies growing e-commerce sales, and is a major burden for companies but also for the environment. This paper analyzes the effect of gamification on return motivation (RM) and purchase motivation (PM). Drawing on self-determination theory by Deci & Ryan (1985), we designed a consumer-centric gamification scenario to investigate whether gamification can influence return motivation in terms of sustainability. Furthermore, we elaborate participants’ autonomy (A), competence (C), and relatedness (R) need satisfaction through gamification. A survey-based online experiment with online shoppers from the U.S. (n=973) is analyzed using a structural equation model (SEM). Among other results, we show that gamification has a strong direct effect on return motivation. We conclude that gamification acts as extrinsic motivation. Our results indicate that gamification is a promising tool to sensitize consumers for sustainable online shopping behavior. | |
| dcterms.extent | 10 pages | |
| prism.startingpage | 4642 |
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