Exploring the effect of green gamification on users’ low-carbon awareness: a cognitive dissonance perspective

认知失调 互动性 心理学 自我知觉理论 认知 透视图(图形) 背景(考古学) 社会心理学 实证研究 应用心理学 多媒体 计算机科学 生物 认识论 哲学 古生物学 人工智能 神经科学
作者
Hualong Yang,Zhibin Hu,Dan Li
出处
期刊:Behaviour & Information Technology [Informa]
卷期号:: 1-25 被引量:1
标识
DOI:10.1080/0144929x.2023.2214632
摘要

ABSTRACTABSTRACTImproving individuals’ low-carbon awareness has become an important research topic. Gamification design is regarded as a potential IT solution to this social problem. Although much research is concerned with the effect of low-carbon awareness to improve individuals’ behaviour, little attention has been paid to exploring how to improve low-carbon awareness, especially in the context of green gamification. To fill this research gap, our study uses the cognitive dissonance theory to build a theoretical model for exploring the impacts of green gamification factors on individuals’ low-carbon awareness. The model is also used to explore the mediating role of cognitive dissonance and the moderating effect of emotional dependence. Empirical results reveal that visibility of achievement, competition, and interactivity have positive impacts on users’ cognitive dissonance, which further positively affect users’ low-carbon awareness. In addition, users’ emotional dependence positively moderates the relationship between green gamification factors and users’ cognitive dissonance. These results extend the cognitive dissonance theory and the literature on green gamification. New insights and practical implications for the designers of gamification application and environmental protection organisations are also provided in our study.KEYWORDS: Green gamificationcognitive dissonanceemotional dependencelow-carbon awareness Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis work was supported by National Natural Science Foundation of China: [Grant Numbers 72001049 and 71901073].
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