Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications
Abstract
:1. Introduction
2. Theoretical Background
2.1. Gamification
2.2. Gamified Brand Marketing
2.3. Mechanics–Dynamics–Aesthetics Framework
3. Model and Hypotheses
3.1. Mechanics
3.2. Dynamics
3.3. Aesthetics
4. Research Methodology
4.1. Data Collection and Sampling
4.2. Measurement
5. Results
5.1. Measurement Model
5.2. Structural Model
5.3. The Influence on Different Groups
6. Discussion
6.1. Implications for Theory and Research
6.2. Implications for Practice
6.3. Limitations and Suggestions
Author Contributions
Funding
Conflicts of Interest
Appendix A. Questionnaire
Construct Definition and Sources | Items |
Self-Achievement (SA) | SA1. The Nike Run Club (NRC) app provides me the function of “Comparison with past running results.” SA2. The NRC app provides me the function of “Breaking past running records.” SA3. The NRC app provides me the function of “Continuously surpassing past running results.” SA4. The NRC app provides me the function of “Refreshing past running records.” |
Team-Achievement (TA) | TA1. The NRC app provides me the function of “Comparison with friends’ running results.” TA2. The NRC app provides me the function of “Surpassing friends’ running results.” TA3. The NRC app provides me the function of “Continuously exceeding friends’ running results."” TA4. The NRC app provides me the function of “Refreshing friends’ running records.” |
Self-Benefit (SB) | SB1. The NRC app helps me stay healthy. SB2. The NRC app helps me maintain a good comportment. SB3. The NRC app helps me improve my fitness. SB4. The NRC app helps me increase my training volume for running. |
Fun | Fun1. The NRC app makes me happy. Fun2. The NRC app allows me to have fun. Fun3. I think the NRC app is interesting. |
Social Interaction Ties (SIT) | SIT1. The NRC app keeps up my social ties with friends. SIT2. The NRC app keeps me in touch with friends. SIT3. The NRC app helps me maintain communication with friends. |
Brand Attitude (BA) | BA1. I like the Nike brand (like/dislike). BA2. The Nike brand has left a good impression on me (positive/negative). BA3. The Nike brand is attractive (appealing/not appealing). |
Continued Intention to use (CIU) | CIU1. I plan to continue using the NRC app. CIU2. I will still use the NRC app. CIU3. I will continue to use the NRC app in the future. |
References
- Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland, 28–30 September 2011. [Google Scholar] [CrossRef]
- Huotari, K.; Hamari, J. A definition for gamification: Anchoring gamification in the service marketing literature. Electron. Mark. 2016, 27, 21–31. [Google Scholar] [CrossRef] [Green Version]
- Koivisto, J.; Hamari, J. The rise of motivational information systems: A review of gamification research. Int. J. Inf. Manag. 2019, 45, 191–210. [Google Scholar] [CrossRef]
- Berger, V.; Schrader, U. Fostering Sustainable Nutrition Behavior through Gamification. Sustainability 2016, 8, 67. [Google Scholar] [CrossRef] [Green Version]
- Robson, K.; Plangger, K.; Kietzmann, J.; McCarthy, I.P.; Pitt, L.F. Is it all a game? Understanding the principles of gamification. Bus. Horiz. 2015, 58, 411–420. [Google Scholar] [CrossRef]
- Werbach, K.; Hunter, D. For the win: How Game Thinking Can Revolutionize Your Business; Wharton Digital Press: Philadelphia, PA, USA, 2012. [Google Scholar]
- TechSci Research. Global Gamification By Solution (Enterprise Driven & Consumer Driven), By Deployment (On-premise & Cloud), By Organization Size (SME & Large Enterprise), By Application (Human Resource, Marketing, Sales & Others), By End-User Vertical (Retail, Banking & Others), By Region, Competition, Forecast & Opportunities 2024. Available online: https://www.techsciresearch.com/report/global-gamification-market/3892.html (accessed on 28 April 2019).
- Hamari, J.; Koivisto, J.; Sarsa, H. Does gamification work?—A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences, Waikoloa, HI, USA, 6–9 January 2014; pp. 3025–3034. [Google Scholar] [CrossRef]
- Yang, Y.; Asaad, Y.; Dwivedi, Y. Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Comput. Hum. Behav. 2017, 73, 459–469. [Google Scholar] [CrossRef] [Green Version]
- Zichermann, G.; Cunningham, C. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps; O’Reilly Media, Inc.: Sebastopol, CA, USA, 2011. [Google Scholar]
- Zichermann, G.; Linder, J. The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition; McGraw-Hill Education: New York, NY, USA, 2013. [Google Scholar]
- Kyewski, E.; Krämer, N.C. To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Comput. Educ. 2018, 118, 25–37. [Google Scholar] [CrossRef]
- Simoes, J.; Redondo, R.P.D.; Fernandez-Vilas, A. A social gamification framework for a K-6 learning platform. Comput. Hum. Behav. 2013, 29, 345–353. [Google Scholar] [CrossRef]
- Hamari, J. Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electron. Commer. Res. Appl. 2013, 12, 236–245. [Google Scholar] [CrossRef]
- Hsu, C.-L.; Chen, M.-C. How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love. Comput. Hum. Behav. 2018, 88, 121–133. [Google Scholar] [CrossRef]
- De Marcos, L.; Domínguez, A.; Saenz-De-Navarrete, J.; Arévalo, C.P. An empirical study comparing gamification and social networking on e-learning. Comput. Educ. 2014, 75, 82–91. [Google Scholar] [CrossRef]
- Hamari, J.; Koivisto, J. “Working out for likes”: An empirical study on social influence in exercise gamification. Comput. Hum. Behav. 2015, 50, 333–347. [Google Scholar] [CrossRef]
- Hamari, J.; Koivisto, J. Why do people use gamification services? Int. J. Inf. Manag. 2015, 35, 419–431. [Google Scholar] [CrossRef]
- Choi, D.; Kim, J. Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents. Cyberpsychology Behav. 2004, 7, 11–24. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Hunicke, R.; LeBlanc, M.; Zubek, R. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, San Jose, CA, USA, 25–26 July 2004. [Google Scholar]
- Festinger, L. A Theory of Social Comparison Processes. Hum. Relat. 1954, 7, 117–140. [Google Scholar] [CrossRef]
- Conaway, R.; Garay, M.C. Gamification and service marketing. SpringerPlus 2014, 3, 653. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Palmer, D.; Lunceford, S.; Patton, A.J. The engagement economy: How gamification is reshaping businesses. Deloitte Rev. 2012, 11, 52–69. [Google Scholar]
- Barr, P.; Noble, J.; Biddle, R. Video game values: Human–computer interaction and games. Interact. Comput. 2007, 19, 180–195. [Google Scholar] [CrossRef]
- Dubois, D.J.; Tamburrelli, G. Understanding gamification mechanisms for software development. In Proceedings of the 2013 9th Joint Meeting on Foundations of Software Engineering (ESEC/FSE 2013), Saint Petersburg, Russia, 18–26 August 2013. [Google Scholar] [CrossRef]
- Hollebeek, L.D.; Glynn, M.; Brodie, R.J. Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation. J. Interact. Mark. 2014, 28, 149–165. [Google Scholar] [CrossRef]
- A Fredricks, J.; Blumenfeld, P.C.; Paris, A.H. School Engagement: Potential of the Concept, State of the Evidence. Rev. Educ. Res. 2004, 74, 59–109. [Google Scholar] [CrossRef] [Green Version]
- Chaudhuri, A.; Holbrook, M.B. The Chain of Effects from Brand Trust and Brand Affect to Brand Performance: The Role of Brand Loyalty. J. Mark. 2001, 65, 81–93. [Google Scholar] [CrossRef] [Green Version]
- Silva, F.J.C.; Revilla-Camacho, M.; Vega-Vázquez, M.; Palacios-Florencio, B. Value co-creation and customer loyalty. J. Bus. Res. 2016, 69, 1621–1625. [Google Scholar] [CrossRef]
- Shocker, A.D.; Aaker, D.A. Managing Brand Equity. J. Mark. Res. 1993, 30, 256. [Google Scholar] [CrossRef]
- Keller, K.L. Conceptualizing, Measuring, and Managing Customer-Based Brand Equity. J. Mark. 1993, 57, 1–22. [Google Scholar] [CrossRef]
- Kuchinka, D.G.J.; Balazs, S.; Gavriletea, M.D.; Djokic, B.-B. Consumer Attitudes toward Sustainable Development and Risk to Brand Loyalty. Sustainability 2018, 10, 997. [Google Scholar] [CrossRef] [Green Version]
- Negruşa, A.L.; Toader, V.; Sofică, A.; Tutunea, M.F.; Rus, R.V. Exploring Gamification Techniques and Applications for Sustainable Tourism. Sustainability 2015, 7, 11160–11189. [Google Scholar] [CrossRef] [Green Version]
- Lucassen, G.; Jansen, S. Gamification in Consumer Marketing - Future or Fallacy? Procedia Soc. Behav. Sci. 2014, 148, 194–202. [Google Scholar] [CrossRef] [Green Version]
- Kuo, M.-S.; Chuang, T.-Y. How gamification motivates visits and engagement for online academic dissemination—An empirical study. Comput. Hum. Behav. 2016, 55, 16–27. [Google Scholar] [CrossRef]
- Lundgren, S.; Björk, S. Game Mechanics: Describing Computer-Augmented Games in Terms of Interaction. In Proceedings of the 2003 Technologies for Interactive Digital Storytelling and Entertainment Conference (TIDSE 2003). Available online: http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.13.5147 (accessed on 2 May 2019).
- Schell, J. The Art of Game Design: A Book of Lenses (Vol. 1); Morgan Kaufmann Publishers, Elsevier: Burlington, MA, USA, 2008. [Google Scholar]
- Wan, C.-S.; Chiou, W.-B. Psychological Motives and Online Games Addiction: ATest of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents. Cyberpsychology Behav. 2006, 9, 317–324. [Google Scholar] [CrossRef] [PubMed]
- Phillips, J.M.; Gully, S. Role of goal orientation, ability, need for achievement, and locus of control in the self-efficacy and goal--setting process. J. Appl. Psychol. 1997, 82, 792–802. [Google Scholar] [CrossRef]
- Chan, K.; Prendergast, G. Social comparison, imitation of celebrity models and materialism among Chinese youth. Int. J. Advert. 2008, 27, 799–826. [Google Scholar] [CrossRef]
- Sailer, M.; Hense, J.U.; Mayr, S.K.; Mandl, H. How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Comput. Hum. Behav. 2017, 69, 371–380. [Google Scholar] [CrossRef]
- Prensky, M. Fun, play and games: What makes games engaging. Digit. Game Based Learn. 2001, 5, 5–31. [Google Scholar]
- Aymard, T.; Stacey, P. The Influence of Gamification on Intrinsic Motivation: The Case of Nike+ 2018. Available online: http://www.academia.edu/35426528/The_influence_of_gamification_on_intrinsic_motivation_the_case_of_Nike (accessed on 22 May 2019).
- Koivisto, J.; Hamari, J. Demographic differences in perceived benefits from gamification. Comput. Hum. Behav. 2014, 35, 179–188. [Google Scholar] [CrossRef]
- Lazzaro, N. Why We Play Games: Four Keys to More Emotion without Story. Available online: http://www.xeodesign.com/xeodesign_whyweplaygames.pdf (accessed on 28 April 2019).
- Puth, G.; Mostert, P.; Ewing, M.T. Consumer perceptions of mentioned product and brand attributes in magazine advertising. J. Prod. Brand Manag. 1999, 8, 38–50. [Google Scholar] [CrossRef]
- Cohen, S.; Wills, T.A. Stress, social support, and the buffering hypothesis. Psychol. Bull. 1985, 98, 310–357. [Google Scholar] [CrossRef]
- Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience; Harper & Row: New York, NY, USA, 1990. [Google Scholar]
- Landers, V.M.; Beatty, S.E.; Wang, S.; Mothersbaugh, D.L. The Effect of Online versus Offline Retailer-Brand Image Incongruity on the Flow Experience. J. Mark. Theory Pr. 2015, 23, 370–387. [Google Scholar] [CrossRef]
- Davis, F.D. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Q. 1989, 13, 319. [Google Scholar] [CrossRef] [Green Version]
- Bhattacherjee, A. An empirical analysis of the antecedents of electronic commerce service continuance. Decis. Support Syst. 2001, 32, 201–214. [Google Scholar] [CrossRef]
- Davis, F.D.; Bagozzi, R.P.; Warshaw, P.R. Extrinsic and Intrinsic Motivation to Use Computers in the Workplace1. J. Appl. Soc. Psychol. 1992, 22, 1111–1132. [Google Scholar] [CrossRef]
- Chiu, C.; Wang, E.T.; Shih, F.-J.; Fan, Y.-W. Understanding knowledge sharing in virtual communities. Online Inf. Rev. 2011, 35, 134–153. [Google Scholar] [CrossRef] [Green Version]
- Gallaugher, J.; Ransbotham, S. Social media and customer dialogue management at starbucks. MIS Q. Exec. 2010, 9, 197–212. [Google Scholar]
- Xu, F.; Weber, J.; Buhalis, D. Gamification in Tourism. In Information and Communication Technologies in Tourism 2014; Xiang, Z., Tussyadiah, I., Eds.; Springer International Publishing: Cham, Switzerland, 2013; pp. 525–537. [Google Scholar] [CrossRef]
- Ajzen, I.; Fishbein, M. Attitude-behavior relations: A theoretical analysis and review of empirical research. Psychol. Bull. 1977, 84, 888–918. [Google Scholar] [CrossRef]
- Kotler, P. Marketing Management: Analysis Planning Implementation, and Control, 10th ed.; Prentice-Hall Inc.: Sadeliver, NJ, USA, 2000. [Google Scholar]
- Bhattacherjee, A.; Perols, J.; Sanford, C. Information Technology Continuance: A Theoretic Extension and Empirical Test. J. Comput. Inf. Syst. 2008, 49, 17–26. [Google Scholar] [CrossRef]
- Holbrook, M.B.; Batra, R. Assessing the Role of Emotions as Mediators of Consumer Responses to Advertising. J. Consum. Res. 1987, 14, 404. [Google Scholar] [CrossRef]
- Vogel, E.A.; Rose, J.P.; Roberts, L.; Eckles, K. Social comparison, social media, and self-esteem. Psychol. Popul. Media Cult. 2014, 3, 206–222. [Google Scholar] [CrossRef]
- Feng, Y.; Ye, H.J.; Yu, Y.; Yang, C.; Cui, T. Gamification artifacts and crowdsourcing participation: Examining the mediating role of intrinsic motivations. Comput. Hum. Behav. 2018, 81, 124–136. [Google Scholar] [CrossRef]
- Anderson, J.C.; Gerbing, D.W. Structural equation modeling in practice: A review and recommended two-step approach. Psychol. Bull. 1988, 103, 411–423. [Google Scholar] [CrossRef]
- Hair, J.F.; Anderson, R.E.; Tatham, R.L.; Black, W.C. Multivariate Data Analysis; Prentice Hall: London, UK, 1998. [Google Scholar]
- Hundleby, J.D.; Nunnally, J. Psychometric Theory. Am. Educ. Res. J. 1968, 5, 431. [Google Scholar] [CrossRef]
- Fornell, C.; Larcker, D.F. Structural Equation Models with Unobservable Variables and Measurement Error: Algebra and Statistics. J. Mark. Res. 1981, 18, 382–388. [Google Scholar] [CrossRef]
- Bagozzi, R.P.; Yi, Y. On the evaluation of structural equation models. J. Acad. Mark. Sci. 1988, 16, 74–94. [Google Scholar] [CrossRef]
Measure | Item | Frequency | Percentage (%) |
---|---|---|---|
Gender | Female | 227 | 55.2 |
Male | 184 | 44.7 | |
Age | Less than 20 | 41 | 9.9 |
21–30 | 200 | 48.6 | |
31–40 | 97 | 23.6 | |
41–50 | 52 | 12.6 | |
More than 51 | 21 | 5.1 | |
Education | High school and below | 32 | 7.7 |
College/University | 249 | 60.5 | |
Master’s/Ph.D. | 130 | 31.6 | |
Running Experience | Less than 6 months | 164 | 39.9 |
6 months–1year | 64 | 15.5 | |
1–3 years | 84 | 20.4 | |
3–5 years | 46 | 11.1 | |
Over 5 years | 53 | 12.8 | |
Nike Run Club (NRC) app usage frequency | Almost every day | 40 | 9.7 |
About 2 or 3 times per week | 11 | 2.6 | |
About once per week | 112 | 27.2 | |
Once a month | 3 | 0.7 | |
Irregular | 245 | 59.6 |
Constructs | Definition | Reference |
---|---|---|
Self-Achievement | The game design mechanism encourages users to pursue better results than those in the past | Vogel et al. [60] |
Team-Achievement | The game design mechanism encourages users to pursue better results as compared to other members | Vogel et al. [60] |
Self-Benefit | The extent to which users feel the benefit from NRC usage | Koivisto and Hamari [44] |
Fun | The extent to which users feel NRC is interesting and fun | Chiu et al. [53] |
Social Interaction Ties | The extent to which users can interact with members using NRC | Feng et al. [61] |
Brand Attitude | Whether the user is in favor of Nike | Holbrook and Batra [59] |
Continued Intention to use | Users’ intention toward continuous usage of NRC | Bhattacherjee et al. [58] |
Constructs | Items | FL | CR | AVE | Cronbach’s α | Mean | SD |
---|---|---|---|---|---|---|---|
Self-Achievement | SA1 | 0.885 | 0.95 | 0.825 | 0.95 | 3.982 | 0.764 |
SA2 | 0.905 | ||||||
SA3 | 0.92 | ||||||
SA4 | 0.923 | ||||||
Team-Achievement | TA1 | 0.913 | 0.967 | 0.879 | 0.966 | 3.682 | 0.846 |
TA2 | 0.946 | ||||||
TA3 | 0.951 | ||||||
TA4 | 0.939 | ||||||
Self-Benefit | SB1 | 0.925 | 0.946 | 0.815 | 0.945 | 4.054 | 0.754 |
SB2 | 0.921 | ||||||
SB3 | 0.925 | ||||||
SB4 | 0.837 | ||||||
Fun | FUN1 | 0.901 | 0.948 | 0.86 | 0.947 | 3.929 | 0.766 |
FUN2 | 0.953 | ||||||
FUN3 | 0.927 | ||||||
Social Interaction Ties | SIT1 | 0.94 | 0.963 | 0.896 | 0.963 | 3.608 | 0.857 |
SIT2 | 0.958 | ||||||
SIT3 | 0.942 | ||||||
Brand Attitude | BA1 | 0.911 | 0.924 | 0.801 | 0.955 | 4.159 | 0.796 |
BA2 | 0.851 | ||||||
BA3 | 0.922 | ||||||
Continued Intention to use | CIU1 | 0.945 | 0.963 | 0.896 | 0.922 | 4.058 | 0.771 |
CIU2 | 0.946 | ||||||
CIU3 | 0.948 |
Construct | SA | TA | SB | FUN | SIT | BA | CIU |
---|---|---|---|---|---|---|---|
SA | 0.908 | ||||||
TA | 0.655 ** | 0.937 | |||||
SB | 0.703 ** | 0.577 ** | 0.903 | ||||
FUN | 0.692 ** | 0.592 ** | 0.737 ** | 0.927 | |||
SIT | 0.497 ** | 0.666 ** | 0.559 ** | 0.574 ** | 0.947 | ||
BA | 0.501 ** | 0.412 ** | 0.555 ** | 0.548 ** | 0.362 ** | 0.895 | |
CIU | 0.542 ** | 0.455 ** | 0.511 ** | 0.572 ** | 0.485 ** | 0.595 ** | 0.946 |
Hypothesis | Relationship | Novice Runner Beta (n = 228) | Experienced Runner Beta (n = 183) |
---|---|---|---|
H1a | SA🡪SB | 0.649 *** | 0.615 *** |
H1b | SA🡪FUN | 0.367 *** | 0.248 ** |
H1c | SA🡪SIT | 0.089 | 0.162 * |
H2a | TA🡪SB | 0.133 | 0.190 * |
H2b | TA🡪FUN | 0.018 | 0.063 |
H2c | TA🡪SIT | 0.609 *** | 0.601 *** |
H3 | SB🡪FUN | 0.378 *** | 0.433 *** |
H4 | SIT🡪FUN | 0.198 ** | 0.171 * |
H5a | SB🡪BA | 0.112 | 0.145 |
H5b | SB🡪CIU | 0.145 | 0.150 * |
H6a | FUN🡪BA | 0.383 *** | 0.373 *** |
H6b | FUN🡪CIU | 0.501 *** | 0.541 *** |
H7a | SIT🡪BA | 0.229 ** | 0.217 ** |
H7b | SIT🡪CIU | −0.027 | 0.245 *** |
H8 | BA🡪CIU | 0.171 * | 0.015 |
Hypothesis | Relationship | All Results | Novice Runner Result | Experienced Runner Result |
---|---|---|---|---|
H1a | SA🡪SB | Supported | Supported | Supported |
H1b | SA🡪FUN | Supported | Supported | Supported |
H1c | SA🡪SIT | Supported | Non-Supported | Supported |
H2a | TA🡪SB | Supported | Non-Supported | Supported |
H2b | TA🡪FUN | Non-Supported | Non-Supported | Non-Supported |
H2c | TA🡪SIT | Supported | Supported | Supported |
H3 | SB🡪FUN | Supported | Supported | Supported |
H4 | SIT🡪FUN | Supported | Supported | Supported |
H5a | SB🡪BA | Non-Supported | Non-Supported | Non-Supported |
H5b | SB🡪CIU | Supported | Non-Supported | Supported |
H6a | FUN🡪BA | Supported | Supported | Supported |
H6b | FUN🡪CIU | Supported | Supported | Supported |
H7a | SIT🡪BA | Supported | Supported | Supported |
H7b | SIT🡪CIU | Supported | Non-Supported | Supported |
H8 | BA🡪CIU | Supported | Supported | Non-Supported |
© 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Lu, H.-P.; Ho, H.-C. Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications. Sustainability 2020, 12, 4169. https://doi.org/10.3390/su12104169
Lu H-P, Ho H-C. Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications. Sustainability. 2020; 12(10):4169. https://doi.org/10.3390/su12104169
Chicago/Turabian StyleLu, Hsi-Peng, and Hui-Chen Ho. 2020. "Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications" Sustainability 12, no. 10: 4169. https://doi.org/10.3390/su12104169
APA StyleLu, H. -P., & Ho, H. -C. (2020). Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications. Sustainability, 12(10), 4169. https://doi.org/10.3390/su12104169