TY - JOUR
T1 - Transformative value and the role of involvement in gamification and serious games for well-being
AU - Mulcahy, Rory Francis
AU - Zainuddin, Nadia
AU - Russell-Bennett, Rebekah
N1 - Publisher Copyright:
© 2019, Emerald Publishing Limited.
PY - 2021/2/8
Y1 - 2021/2/8
N2 - Purpose: This study aims to investigate the use of gamification and serious games as transformative technologies that encourage health and well-being behaviors. The purpose of this paper is to investigate the transformative value that can be created by gamified apps and serious games and the role involvement plays between transformative value and desired outcomes. Design/methodology/approach: Four gamified apps/serious games were examined in the study, with data collected from N = 497 participants. The data were analyzed using structural equation modeling. Findings: The results revealed that gamified apps and serious games can create three transformative value dimensions – knowledge, distraction, and simulation – which can have direct and indirect effects on desired outcomes. Examination of competing models revealed involvement plays a mediating rather than a moderating role for gamification and serious games for well-being. Originality/value: This research contributes greater understanding of how technology can be leveraged to deliver transformative gamification services. It demonstrates the multiple transformative value dimensions that can be created by gamified apps and serious games, which assist the performance of well-being behaviors and which have yet to be theorized or empirically examined. The study also establishes the mediating rather than the moderating role of involvement in gamification and serious games, as called for in the literature.
AB - Purpose: This study aims to investigate the use of gamification and serious games as transformative technologies that encourage health and well-being behaviors. The purpose of this paper is to investigate the transformative value that can be created by gamified apps and serious games and the role involvement plays between transformative value and desired outcomes. Design/methodology/approach: Four gamified apps/serious games were examined in the study, with data collected from N = 497 participants. The data were analyzed using structural equation modeling. Findings: The results revealed that gamified apps and serious games can create three transformative value dimensions – knowledge, distraction, and simulation – which can have direct and indirect effects on desired outcomes. Examination of competing models revealed involvement plays a mediating rather than a moderating role for gamification and serious games for well-being. Originality/value: This research contributes greater understanding of how technology can be leveraged to deliver transformative gamification services. It demonstrates the multiple transformative value dimensions that can be created by gamified apps and serious games, which assist the performance of well-being behaviors and which have yet to be theorized or empirically examined. The study also establishes the mediating rather than the moderating role of involvement in gamification and serious games, as called for in the literature.
KW - Gamification
KW - Involvement
KW - Serious games
KW - Structural equation modeling
KW - Transformative service research
KW - Transformative value
UR - http://www.scopus.com/inward/record.url?scp=85081725631&partnerID=8YFLogxK
U2 - 10.1108/JOSM-05-2019-0137
DO - 10.1108/JOSM-05-2019-0137
M3 - Article
AN - SCOPUS:85081725631
SN - 1757-5818
VL - 32
SP - 218
EP - 245
JO - Journal of Service Management
JF - Journal of Service Management
IS - 2
ER -