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Record W4224323756 · doi:10.3389/frsus.2022.846774

Research on Incentive Mechanism and Evaluation of Gamification Application for Sustainable Consumption in the Context of China

2022· article· en· W4224323756 on OpenAlexaff
Shouheng Sun, Zhenqin Wang, Qi Wu, Weicai Wang

Bibliographic record

VenueFrontiers in Sustainability · 2022
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsCégep de ChicoutimiUniversité du Québec à Chicoutimi
Fundersnot available
KeywordsSustainable consumptionIncentiveSustainable developmentConsumption (sociology)Context (archaeology)Knowledge managementComputer scienceMarketingSustainabilityBusinessEconomicsSociologyPolitical scienceMicroeconomics

Abstract

fetched live from OpenAlex

The gamification of sustainable consumption is receiving more and more attention from both academic and business circles. However, there is still a lack of research on the incentive mechanism and evaluation of gamification design to promote sustainable consumption behavior. Taking the gamified apps that promote sustainable consumption in China as an example, this study attempts to explore the incentive mechanism of gamification application for sustainable consumption by using the “stimulus-organism-response” model. Furthermore, it also constructs an evaluation index system of gamification design for sustainable consumption app and identifies the key factors in the gamification design by using the analytic hierarchy process. The results suggest that gamification apps use game elements and game mechanism frameworks to build a new sustainable consumption context for users, which breaks the boundary between reality and virtuality, and enables users to gain real-life value for their behavior in the virtual world. Moreover, the trust mechanism and socialized contextual experience of the gamified apps further strengthen this sense of connectedness and interaction, and enhance the user's motivation for sustainable consumption. In the gamification design of sustainable consumption app, more attention needs to be paid to the implementation effect behind gamification, that is, to promote the cultivation of public sustainable consumption values and lifestyle. This study advances theoretical and practical understanding of the gamification of sustainable consumption. The results can also be used as a starting base for the development and design of gamified apps in the sustainable consumption field.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.012
metaresearch head score (Gemma)0.022
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.012
Threshold uncertainty score0.062

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0120.022
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0010.001
Bibliometrics0.0020.002
Science and technology studies0.0010.002
Scholarly communication0.0030.004
Open science0.0010.002
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0030.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.054
GPT teacher head0.416
Teacher spread0.362 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations6
Published2022
Admission routes1
Has abstractyes

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