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Social gamification affordances in the green IT services: perspectives from recognition and social overload

Social gamification affordances in the green IT services: perspectives from recognition and... Recently, both practitioners and researchers are beginning to recognize the great potential of social gamification in green information technology (IT) services. This study focuses on the roles of three social gamification affordances (interactivity, cooperation and competition) in gamified green IT services use, from the perspectives of recognition and social overload.Design/methodology/approachAn online survey is conducted to examine the research model using structural equation modeling with users of Ant Forest, which is an example of green IT services in China.FindingsResults indicate that interactivity, cooperation and competition can positively affect recognition, which further positively affects green IT services use; however, interactivity and cooperation can increase social overload, which negatively affects green IT services use.Originality/valueThis study provides new insights into the effects of social gamification affordances in green IT services by investigating the effects of interactivity, cooperation and competition on recognition and social overload. In addition, this study highlights the positive effect of recognition and negative effect of social overload on gamified green IT services use, extending the literature reviews surrounding gamified services use. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Internet Research Emerald Publishing

Social gamification affordances in the green IT services: perspectives from recognition and social overload

Internet Research , Volume 31 (2): 25 – Mar 10, 2021

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References (71)

Publisher
Emerald Publishing
Copyright
© Emerald Publishing Limited
ISSN
1066-2243
DOI
10.1108/intr-03-2020-0121
Publisher site
See Article on Publisher Site

Abstract

Recently, both practitioners and researchers are beginning to recognize the great potential of social gamification in green information technology (IT) services. This study focuses on the roles of three social gamification affordances (interactivity, cooperation and competition) in gamified green IT services use, from the perspectives of recognition and social overload.Design/methodology/approachAn online survey is conducted to examine the research model using structural equation modeling with users of Ant Forest, which is an example of green IT services in China.FindingsResults indicate that interactivity, cooperation and competition can positively affect recognition, which further positively affects green IT services use; however, interactivity and cooperation can increase social overload, which negatively affects green IT services use.Originality/valueThis study provides new insights into the effects of social gamification affordances in green IT services by investigating the effects of interactivity, cooperation and competition on recognition and social overload. In addition, this study highlights the positive effect of recognition and negative effect of social overload on gamified green IT services use, extending the literature reviews surrounding gamified services use.

Journal

Internet ResearchEmerald Publishing

Published: Mar 10, 2021

Keywords: Green IT services; Social gamification affordances; Recognition; Social overload

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