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Does using a green gaming system make people more environmentally friendly

Bibliographic Data

ID21562732
AuthorsZhenglin Zhang (0000-0002-5490-6815, Xi'an Polytechnic University), Penghuang Niu (0009-0009-5057-7944, Xi'an Polytechnic University, corresponding author), Chenyan Li (0009-0005-2165-9490, Xi'an Polytechnic University), Yingsong Feng (Xi'an Polytechnic University)
Year2024
Volume161
Pages108392
Publication date2024-12-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueComputers in Human Behavior (JOURNAL)
Journal identifiersISSN: 0747-5632 • E-ISSN: 1873-7692
PublisherElsevier BV (PUBLISHER)
DOI10.1016/j.chb.2024.108392
OpenAlexW4401424144
LanguageEN
Citations received10
References cited78

In spite of the common disadvantages, including user addiction and so on, the green online gaming system has a potential positive advantage to foster offline pro-environmental behavior through the special online experience. We developed a theoretical framework synthesizing motivation theory, flow theory, dual-system theory, and user engagement theory, aimed at exploring the mechanism between green gaming systems and actual pro-environmental behaviors. Based on the analysis of data from 364 participants utilizing Ant Forest across China, the results showed that motivations generated by using green online gaming systems indirectly promote pro-environmental behavior. The underlying psychological processes include the flow experience, social overload, and green engagement. Especially, user green engagement serves as a critical bridge linking virtual activities to real-world environmental behavior. Furthermore, perceived authenticity significantly facilitates the transition of online experiences into real-world pro-environmental behavior. This research not only advances the theoretical understanding of gamification and pro-environmental behavior but also provides practical references for promoting pro-environmental behavior effectively in managing green gaming systems

Environmentally Friendly · Behavioral Health and Interventions · Computer Science · Environmental Education and Sustainability · Psychology · Technology Adoption and User Behaviour · Ecology

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Unique citing works10
Citations per year10
Citation span2025 - 2026 (2)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 10

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