Location

Online

Event Website

https://hicss.hawaii.edu/

Start Date

3-1-2023 12:00 AM

End Date

7-1-2023 12:00 AM

Description

The commonly applied strategies for promoting compliance with public health and safety policies can be inefficient and coercive, posing a need to examine novel motivational strategies to aid in this endeavor. Gamification, which aims to foster engagement and intrinsic motivation towards mundane activities and behaviors, is one of the vanguard design approaches among behavioral change support systems. Despite the increasing interest in gamification, the corpus lacks studies on its effects on policy compliance. Therefore, this study examines the relationships between gamification design types, gameful experience, and policy compliance in the social distancing context (during COVID-19) using a vignette-based online experiment (n=937). Based on the results, gameful experience mediates the positive relationships between achievement and progression-based, competitive, and immersive gamification and policy compliance, while social gamification is not associated with gameful experience. The results provide evidence of gamification’s potential as a non-coercive method of helping people follow policies.

Share

COinS
 
Jan 3rd, 12:00 AM Jan 7th, 12:00 AM

Gamification and Policy Compliance: Results from an Online Vignette Experiment in the Context of Social Distancing for Public Health Security

Online

The commonly applied strategies for promoting compliance with public health and safety policies can be inefficient and coercive, posing a need to examine novel motivational strategies to aid in this endeavor. Gamification, which aims to foster engagement and intrinsic motivation towards mundane activities and behaviors, is one of the vanguard design approaches among behavioral change support systems. Despite the increasing interest in gamification, the corpus lacks studies on its effects on policy compliance. Therefore, this study examines the relationships between gamification design types, gameful experience, and policy compliance in the social distancing context (during COVID-19) using a vignette-based online experiment (n=937). Based on the results, gameful experience mediates the positive relationships between achievement and progression-based, competitive, and immersive gamification and policy compliance, while social gamification is not associated with gameful experience. The results provide evidence of gamification’s potential as a non-coercive method of helping people follow policies.

https://aisel.aisnet.org/hicss-56/hc/behavior_change/3