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Chinese Journal of Management Science ›› 2026, Vol. 34 ›› Issue (7): 312-322.doi: 10.16381/j.cnki.issn1003-207x.2024.1523

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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

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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