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中国管理科学 ›› 2026, Vol. 34 ›› Issue (7): 312-322.doi: 10.16381/j.cnki.issn1003-207x.2024.1523

• • 上一篇    

游戏化互动对消费者持续参与“互联网+”回收意愿的影响研究——基于目标框架理论

高海霞(), 高娇   

  1. 杭州电子科技大学管理学院,浙江 杭州 310018
  • 收稿日期:2024-09-03 修回日期:2024-11-13 出版日期:2026-07-25 发布日期:2026-06-18
  • 通讯作者: 高海霞 E-mail:ghx946@163.com
  • 基金资助:
    国家社会科学基金项目(20BGL016)

Research on the Impact of Gamification Interaction on Consumers' Continuous Participation Intention ofInternet+Recycling: Based on Goal-Framing Theory

Haixia Gao(), jiao Gao   

  1. Management School,Hangzhou Dianzi University,Hangzhou 310018,China
  • Received:2024-09-03 Revised:2024-11-13 Online:2026-07-25 Published:2026-06-18
  • Contact: Haixia Gao E-mail:ghx946@163.com

摘要:

游戏化互动作为新型的营销方式,为互联网回收行业提供了新思路。本文基于目标框架理论这一综合视角,探讨游戏化互动如何有效提升消费者持续参与“互联网+”回收意愿,构建了“游戏化互动-参与动机-持续参与意愿”(S-O-R)模型。研究发现,人机互动对享乐动机的影响最为显著,而人际互动则对获益动机有较大影响。此外,与人机互动相比,人际互动对消费者持续参与意愿的影响更为突出。享乐动机、获益动机和规范动机均对持续参与意愿有直接且显著的影响,但享乐动机、获益动机在游戏化互动和持续参与意愿之间起部分中介作用,而规范动机的中介作用不显著。针对上述发现,本文提出以下管理建议:设计多样化的游戏项目,提供个性化的推荐和激励措施,增加互动功能和社交体验,以及强化道德规范和社会责任感。

关键词: 游戏化互动, 参与动机, 目标框架理论, 持续参与意愿, 互联网回收行业

Abstract:

Under the dual carbon goals, the “Internet+” recycling model has emerged as a significant trend in the renewable resource industry. However, how to incentivize consumers' sustained participation remains a key challenge. Gamified interaction, as a novel marketing approach, offers fresh insights for the internet recycling sector. Existing research predominantly focuses on consumers' initial participation intentions, with insufficient exploration of mechanisms underlying sustained engagement and a lack of comprehensive analysis integrating hedonic, gain, and normative motivations. Addressing these gaps, goal-framing theory is employed to construct a Stimulus-Organism-Response (S-O-R) model investigating how gamified interactions (human-machine and human-human interactions) influence consumers' sustained participation intentions through different motivational pathways. Utilizing a combined online (Credamo platform) and offline questionnaire approach, 462 valid samples are collected from users with gamified interaction experience. Statistical analysis is conducted using SPSS 26.0 and AMOS 26.0, with hypothesis testing performed through structural equation modeling and bootstrap methods. Key findings reveal: (1) Human-machine interaction most significantly impacts hedonic motivation, while human-human interaction exerts greater influence on gain motivation; (2) Compared with human-machine interaction, human-human interaction demonstrates more prominent effects on sustained participation intentions; (3) All three motivations (hedonic, gain, normative) directly and significantly affect sustained intentions, with hedonic and gain motivations serving as partial mediators between gamified interactions and sustained intentions, whereas normative motivation shows insignificant mediating effects; (4) Gender and occupational differences emerge, with males exhibiting significantly higher hedonic motivation and sustained intentions than females, while student groups prioritize short-term benefits and enterprise employees demonstrate stronger sustained participation. Based on these findings, managerial recommendations are propased: designing diversified gaming programs, providing personalized recommendations and incentives, enhancing interactive features and social experiences, and reinforcing ethical norms and social responsibility awareness. It contributes to theoretical development in gamification mechanisms while offering practical guidance for sustainable operations in internet recycling platforms in this paper.

Key words: gamification interaction, motivation for participation, goal-framing theory, continuous participation intention, internet recycling industry

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