作者:苏瑞祥
院校:咸阳师范学院(陕西 咸阳 712000)
游戏化;绿色消费;社会动机、蚂蚁森林;可持续发展
参考文献
[1] Hamari, J., & Koivisto, J. (2013). Social motivations to use gamification: An empirical study of gamifying
exercise. Proceedings of the 21st European Conference on Information Systems, Utrecht, Netherlands.
[2] Hong, J. H., & Chen, W. N. (2016). Understanding ant forest: Systematic investigation of a mobile
payment-based social ecological system. Journal of Industrial Information Integration, 3, 65-73.
[3] Huotari, K., & Hamari, J. (2017). A definition for gamification: Anchoring gamification in the service
marketing literature. Electronic Markets, 27(1), 21-31.
[4] Rong, K., Liang, C., Lin, Z., & Xu, Y. (2019). The impact of gamification on the sustainable consumption
of environmentally friendly products: A study based on Ant Forest in China. Sustainability, 11(5), 1-19.
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