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Article
Peer-Review Record

The Impact of Gamification Motivation on Green Consumption Behavior—An Empirical Study Based on Ant Forest

Sustainability 2023, 15(1), 512; https://doi.org/10.3390/su15010512
by Yongbo Sun and Jiayuan Xing *
Reviewer 1:
Reviewer 2:
Sustainability 2023, 15(1), 512; https://doi.org/10.3390/su15010512
Submission received: 10 November 2022 / Revised: 8 December 2022 / Accepted: 26 December 2022 / Published: 28 December 2022

Round 1

Reviewer 1 Report

The manuscript entitled: "The impact of gamification motivation on green consumption 2 behavior - an empirical study based on Ant Forest" shows promising merit in the field. The authors do a great job of providing relevant background information and clearly lay out the many hypotheses they had. The methods section is easy to follow and the SEM analysis is clear and explained well. All tables and figures are put together well and are clear. The discussion section provides explanations of their findings and relates them to relevant literature. I believe this article should be accepted for publication. 

Author Response

Response to Reviewer Comments

Dear reviewer:

  Thank you for your valuable comments on our manuscript. Those comments are extremely valuable to our paper and significant to our research.

 Best wishes to you!

Reviewer 2 Report

1. Introduction must state the research gap

2. 2.2. The Mediating Role of Intention to Continue Using: please state the relationship between the variables, the current literature does not support the study derivation

3. In the study design section, the authors forget to place the model fit.

4. Please update the relevant literature. Green related topics have been widely used e.g.  Sun et al.(2021); Chen et al.(2021), Chung (2020)

5. Please recheck the English language, many grammatical errors were found in the text

 

1.Sun, X., Su, W., Guo, X., & Tian, Z. (2021). The impact of awe induced by COVID-19 pandemic on green consumption behavior in China. International Journal of Environmental Research and Public Health18(2), 543.

2.Chung, K. C. (2020). Green marketing orientation: Achieving sustainable development in green hotel management. Journal of Hospitality Marketing & Management29(6), 722-738.

 

3.Chen, S., Qiu, H., Xiao, H., He, W., Mou, J., & Siponen, M. (2021). Consumption behavior of eco-friendly products and applications of ICT innovation. Journal of Cleaner Production287, 125436.

Author Response

Response to Reviewer Comments

Dear reviewer:

    Thank you for your valuable comments on our manuscript. Those comments are extremely valuable to our paper and significant to our research. We have studied the comments carefully and have made corrections which we hope meet with approval. We use the ‘Track Changes’ function in Microsoft Word and revised portion marked in red in the paper. The following is the specific modification instructions, please review them.

  Best wishes to you!

 

Point 1: Introduction must state the research gap.

Response 1: Research gaps have been added and stated in the introduction.

  1. Further research is needed on how to facilitate long-term green consumption behavior among users.
  2. The theoretical framework of gamification-driven user green consumption lacks empirical testing due to the relatively few applications of gamification in green consumption scenarios in China.
  3. There is still a gap in the academic literature addressing the impact of emotions generated by people during negative events on green consumption.

 

Point 2: 2.2. The Mediating Role of Intention to Continue Using: please state the relationship between the variables, the current literature does not support the study derivation.

Response 2: We have supplemented the literature on the mediating role of Intention to Continue Using plays between gamification motivation and green consumption behavior.

The reference involved are as follows:

  1. Robinson, D.; Bellotti, V. A preliminary taxonomy of gamification elements for varying anticipated commitment. In Proceedings of the ACM CHI 2013 Workshop on Designing Gamification: Creating Gameful and Playful Experiences, Paris, France, 27 April–2 May 2013; ACM: New York, NY, USA, 2013.
  2. Chen, Y.; Cai, D. Ant forest through the haze: A case study of gamified participatory pro-environmental communication in China. J 2019, 2, 467–
  3. Ye, S.; Shen, X.; Yang, L. Motivation to Participate in Ant Forest. Master’s Thesis, Uppsala University, Sweden, Switzerland, 5 June 2019.
  4. Wang, X.; Yao, X. Fueling pro-environmental behaviors with gamification design: identifying key elements in ant forest with the kano model. Sustainability 2020, 12, 2213.

 

Point 3: In the study design section, the authors forget to place the model fit.

Response 3: We have added the model fit (Figure 2).

 

Point 4: Please update the relevant literature. Green related topics have been widely used e.g. Sun et al.(2021); Chen et al.(2021), Chung (2020).

Response 4: We have updated the relevant literature.

The reference involved are as follows:

2. Chen, S.; Qiu, H.; Xiao, H.; He, W.; Mou, J.; Siponen, M. Consumption behavior of eco-friendly products and applications of ICT innovation. Journal of Cleaner Production 2021, 287, 125436.

9. Chung, K.C. Green marketing orientation: Achieving sustainable development in green hotel management. Journal of Hospitality Marketing & Management 2020, 29, 722-738.

12. Sun, X.; Su, W.; Guo, X.; Tian, Z. The impact of awe induced by COVID-19 pandemic on green consumption behavior in China. International Journal of Environmental Research and Public Health 2021, 18, 543.

 

Point 5: Please recheck the English language, many grammatical errors were found in the text.

Response 5: We have made corrections to the English grammar throughout the text.

 

 

Author Response File: Author Response.pdf

Reviewer 3 Report

I personally think that, in order to be able to talk about "The impact of gamification motivation", consumers must have technical equipment, technical literacy, access to wi-fi and generally understand IT. 

However, it is not confirmed in the paper that the residents of China have all these characteristics and qualifications.

The number of hypotheses for a work of this scope is too great.

Ant Forest is original and inspiring, but it is not suitable for mass use due to the fact that a large part of the population is not interested in video games, does not have the time or will to spend time on this form of entertainment or green saving.

 

In the observed sample presented in Table 2, the largest number of respondents are Bachelor (64,72%) and Masterandabove (31,13%); aged between 25 and 44 years (33,96%+33,77%) which is not a representative sample any society. 

The idea for the research topic is excellent, but in the opinion of this reviewer, it still has no mass and practical application apart from the theoretical.

 

 

 

Author Response

Response to Reviewer Comments

Dear reviewer:

    Thank you for your valuable comments on our manuscript. Those comments are extremely valuable to our paper and significant to our research. We have studied the comments carefully and have made corrections which we hope meet with approval. We use the ‘Track Changes’ function in Microsoft Word and revised portion marked in red in the paper. The following is the specific modification instructions, please review them.

Best wishes to you!

Author Response File: Author Response.pdf

Round 2

Reviewer 2 Report

Correction is good to publish.

Reviewer 3 Report

Dear authors, I kindly thank you for your reply in the submitted form. Your answers to my questions and suggestions are satisfactory. I thank you and suggest that the work be published in its current form. Best regards.

 

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