The Role of Goal Frames regarding the Impact of Gamified Persuasive Systems on Sustainable Mobility Behavior

This study analyzes the motivational processes of a gamified persuasive system in an initiative to encourage sustainable mobility behavior by promoting bike usage. To increase motivation and drive sustainable behavior, the design of persuasive systems is gradually advancing. Game-based functions are often implemented to transform the user experience through playful interactions. This paper explores whether the functions implemented within gamified persuasive systems really fulfill an individual’s goals and needs by analyzing the impact of the user’s personal goals on gamified persuasive system usage and the desired outcome in the domain of sustainable mobility behavior. The theoretical basis for this study comes from the goal-framing theory as well as the perspective of functional affordances. The results in this work indicate that the functions implemented are only partially compatible with user goals. Furthermore, the results demonstrate that the influence of goals on sustainable mobility behavior can be increased through the implementation of specific functions within a persuasive system.

[1]  Qi Liu,et al.  DEHEMS: creating a digital environment for large-scale energy management at homes , 2013, IEEE Transactions on Consumer Electronics.

[2]  Sebastian Lins,et al.  Gamifying Information Systems - a synthesis of Gamification mechanics and Dynamics , 2014, ECIS.

[3]  J. Bargh,et al.  The psychology of action : linking cognition and motivation to behavior , 1999 .

[4]  Deborah Hix,et al.  User-Centered Design and Evaluation of Virtual Environments , 1999, IEEE Computer Graphics and Applications.

[5]  L. Steg,et al.  Normative, Gain and Hedonic Goal Frames Guiding Environmental Behavior , 2007 .

[6]  Vanessa De Luca,et al.  A Taxonomy of Motivational Affordances for Meaningful Gamified and Persuasive Technologies , 2015, EnviroInfo/ICT4S.

[7]  Rebeca P. Díaz Redondo,et al.  A social gamification framework for a K-6 learning platform , 2013, Comput. Hum. Behav..

[8]  Corinna Fischer Feedback on household electricity consumption: a tool for saving energy? , 2008 .

[9]  Youngjin Yoo,et al.  Computing in Everyday Life: A Call for Research on Experiential Computing , 2010, MIS Q..

[10]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[11]  Jan Recker,et al.  Sensemaking and Sustainable Practicing: Functional Affordances of Information Systems in Green Transformations , 2013, MIS Q..

[12]  L. Steg,et al.  The Significance of Hedonic Values for Environmentally Relevant Attitudes, Preferences, and Actions , 2014 .

[13]  B. J. Fogg,et al.  Persuasive technology: using computers to change what we think and do , 2002, UBIQ.

[14]  Harri Oinas-Kukkonen,et al.  Persuasive software design patterns for social influence , 2014, Personal and Ubiquitous Computing.

[15]  Bengisu Tulu,et al.  A Theory of Organization-EHR Affordance Actualization , 2014, J. Assoc. Inf. Syst..

[16]  M. Lynne Markus,et al.  A Foundation for the Study of IT Effects: A New Look at DeSanctis and Poole's Concepts of Structural Features and Spirit , 2008, J. Assoc. Inf. Syst..

[17]  George M. Marakas,et al.  There All Along? A Preliminary Meta-Analysis of the Moderating Gender Effects in Technology Acceptance Research , 2008, AMCIS.

[18]  M. Prensky Digital Natives, Digital Immigrants Part 1 , 2001 .

[19]  P. Schmidt,et al.  Incentives, Morality, Or Habit? Predicting Students’ Car Use for University Routes With the Models of Ajzen, Schwartz, and Triandis , 2003 .

[20]  Jan Marco Leimeister,et al.  Gamification , 2013, Business & Information Systems Engineering.

[21]  Christian de Luna,et al.  Greenify: fostering sustainable communities via gamification , 2013, CHI Extended Abstracts.

[22]  Ernst H. Noppers,et al.  The adoption of sustainable innovations: Driven by symbolic and environmental motives , 2014 .

[23]  Diane M. Strong,et al.  Critical Realism and Affordances: Theorizing IT-Associated Organizational Change Processes , 2013, MIS Q..

[24]  S. Bamberg Changing environmentally harmful behaviors: A stage model of self-regulated behavioral change , 2013 .

[25]  Heidi Grant,et al.  The psychology of goals , 2009 .

[26]  Christoph Rosenkranz,et al.  Identification of Different affordances of Information Technology Systems: an Empirical Study , 2014, ECIS.

[27]  Anne Beaudry,et al.  The Other Side of Acceptance: Studying the Direct and Indirect Effects of Emotions on Information Technology Use , 2010, MIS Q..

[28]  Henri Barki,et al.  Functional Affordance Archetypes: a New Perspective for Examining the Impact of IT Use on Desirable Outcomes , 2013, ICIS.

[29]  James A. Landay,et al.  UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits , 2009, CHI.

[30]  Paul M. Leonardi,et al.  When Does Technology Use Enable Network Change in Organizations? A Comparative Study of Feature Use and Shared Affordances , 2013, MIS Q..

[31]  Charles S. Carver,et al.  Control Processes and Self-Organization as Complementary Principles Underlying Behavior , 2002 .

[32]  Joseph R. Hopper,et al.  Recycling as Altruistic Behavior , 1991 .

[33]  Gilad Ravid,et al.  Personality Based Gamification: How Different Personalities perceive Gamification , 2014, ECIS.

[34]  John A Bargh,et al.  Liking is for doing: the effects of goal pursuit on automatic evaluation. , 2004, Journal of personality and social psychology.

[35]  Linda Steg,et al.  Goal-framing theory and norm-guided environmental behavior , 2013 .

[36]  Peter Schmidt,et al.  , Schwartz , and Triandis Incentives , Morality , Or Habit ? , 2003 .

[37]  R. Gifford The dragons of inaction: psychological barriers that limit climate change mitigation and adaptation. , 2011, The American psychologist.

[38]  Michael Amberg,et al.  A Descriptive Literature Review and Classification Framework for Gamification in Information Systems , 2015, ECIS.

[39]  Ping Zhang,et al.  The Affective Response Model: A Theoretical Framework of Affective Concepts and Their Relationships in the ICT Context , 2013, MIS Q..

[40]  C. Klöckner,et al.  A comprehensive socio-psychological approach to car type choice , 2014 .

[41]  Achim Kampker,et al.  Increasing Ramp-up Performance By Implementing the Gamification Approach☆ , 2014 .

[42]  Katheryn R. Christy,et al.  Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance , 2014, Comput. Educ..

[43]  Matthias Schumann,et al.  Leveraging Green IS in Logistics , 2013, Bus. Inf. Syst. Eng..

[44]  E. Deci,et al.  The general causality orientations scale: Self-determination in personality , 1985 .

[45]  Claudio Vitari,et al.  Affordance Theory in the IS Discipline: a Review and Synthesis of the Literature , 2014, AMCIS.

[46]  Sebastian Deterding,et al.  Situated motivational affordances of game elements: A conceptual model , 2011 .

[47]  Linda Steg,et al.  Explaining the Paradox: How Pro-Environmental Behaviour can both Thwart and Foster Well-Being , 2013 .

[48]  Luciano Gamberini,et al.  EnergyLife: pervasive energy awareness for households , 2010, UbiComp '10 Adjunct.

[49]  Carl A. Kallgren,et al.  A focus theory of normative conduct: Recycling the concept of norms to reduce littering in public places. , 1990 .

[50]  Gregory J Madden,et al.  The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school. , 2014, Preventive medicine.

[51]  H. Heckhausen,et al.  Thought contents and cognitive functioning in motivational versus volitional states of mind , 1987 .

[52]  Luis de Marcos,et al.  Gamifying learning experiences: Practical implications and outcomes , 2013, Comput. Educ..

[53]  Samir Chatterjee,et al.  A Design Science Research Methodology for Information Systems Research , 2008 .

[54]  Juho Hamari,et al.  Defining gamification: a service marketing perspective , 2012, MindTrek.

[55]  I. Ajzen The theory of planned behavior , 1991 .

[56]  H. Levene Robust tests for equality of variances , 1961 .

[57]  J. Prochaska,et al.  Toward a comprehensive, transtheoretical model of change: Stages of change and addictive behaviors. , 1998 .

[58]  Nira Liberman,et al.  Accessibility from active and fulfilled goals , 2005 .

[59]  Hiroaki Kimura,et al.  Using individual, social and economic persuasion techniques to reduce CO2 emissions in a family setting , 2009, Persuasive '09.

[60]  Richard Osbaldiston,et al.  Environmental Sustainability and Behavioral Science , 2012 .

[61]  Richard T. Watson,et al.  Telematics at UPS: En Route to Energy Informatics , 2010, MIS Q. Executive.

[62]  Katerina Pramatari,et al.  Gamification is All about fun: the Role of Incentive Type and Community Collaboration , 2014, ECIS.

[63]  Michael C. Rodriguez,et al.  Developing and Validating Test Items , 2013 .

[64]  Johan Jansson,et al.  Advances in consumer electric vehicle adoption research: A review and research agenda , 2015 .

[65]  Elgar Fleisch,et al.  Providing eco-driving feedback to corporate car drivers: what impact does a smartphone application have on their fuel efficiency? , 2012, UbiComp.

[66]  Harri Oinas-Kukkonen,et al.  Persuasive Systems Design: Key Issues, Process Model, and System Features , 2009, Commun. Assoc. Inf. Syst..

[67]  Harri Oinas-Kukkonen,et al.  Persuasive system design: state of the art and future directions , 2009, Persuasive '09.

[68]  Elgar Fleisch,et al.  Digital Commuting: the effect of Social Normative feedback on E-Bike Commuting - Evidence from a Field Study , 2014, ECIS.

[69]  Ian Hutchby,et al.  Technologies, Texts and Affordances , 2001 .

[70]  Frédéric Thiesse,et al.  Motivating Energy-Efficient Behavior with Green IS: An Investigation of Goal Setting and the Role of Defaults , 2013, MIS Q..

[71]  Seung-Hyun Kim,et al.  Gamification: A New Paradigm for Online User Engagement , 2012, ICIS.

[72]  Linda Steg,et al.  The Spreading of Disorder , 2008, Science.

[73]  L. Steg,et al.  An Integrated Framework for Encouraging Pro-environmental Behaviour: The role of values, situational factors and goals , 2014 .

[74]  M. Myers,et al.  Digital Natives: Rise of the Social Networking Generation , 2012 .

[75]  Helana Scheepers,et al.  Understanding the Intrinsic Motivations of User Acceptance of Hedonic Information Systems: Towards a Unified Research Model , 2012, Commun. Assoc. Inf. Syst..