enjoyment

享受
  • 文章类型: Journal Article
    下班后与工作有关的信息和通信技术的使用(W_ICT)模糊了工作领域和非工作领域之间的界限,代表影响员工生活和组织发展的典型越界行为。借鉴工作需求-资源理论,本研究建立了W_ICT对工作拖延影响的动态曲线模型,考虑内在动机(自我效能感和享受)和监管重点(预防重点)。对研究假设的实证检验是通过一项调查进行的,该调查涉及817名具有标准工作时间(例如上午9点至下午5点)的员工。结果表明,W_ICT既可以作为抑制剂,也可以作为促进剂,对工作拖延有U型影响,对自我效能感和享乐有倒U型影响。自我效能感和享乐感的中介作用显著。此外,预防重点缓和了W_ICT与享受之间的关系,而W_ICT与自我效能感之间的调节作用不明显。这种动态曲线关系可以解释关于W_ICT与员工消极行为之间关系的先前研究的不一致结果。它有助于扩大对W_ICT结果和工作拖延的前身的研究。此外,从内在动机和预防重点的角度提出的W_ICT与工作拖延之间的影响机制尚未建立。因此,这项研究回应了学者的呼吁,并增加了关于W_ICT如何影响工作拖延的现有研究。这些研究结果增强了当前对W_ICT影响的理解,并为组织有效管理W_ICT和在实践中解决工作拖延行为提供了有价值的见解。
    Work-related use of information and communication technologies after-hours (W_ICTs) blurs the boundaries between work and non-work domains, representing a typical boundary-crossing behavior that affects employees\' lives and organizational development. Drawing on the Job Demands-Resources theory, this study develops a dynamic curvilinear model of the impact of W_ICTs on work procrastination, considering intrinsic motivation (self-efficacy and enjoyment) and regulatory focus (prevention focus). Empirical testing of the research hypotheses is conducted through a survey involving 817 employees with standard working hours (e.g. 9 a.m. to 5 p.m.). The results indicate that W_ICTs can be regarded as both inhibitors and promoters, with a U-shaped impact on work procrastination and an inverted U-shaped effect on self-efficacy and enjoyment. The mediating roles of self-efficacy and enjoyment are significant. Moreover, prevention focus moderates the relationship between W_ICTs and enjoyment, whereas the moderating effect between W_ICTs and self-efficacy is insignificant. This dynamic curvilinear relationship may explain the inconsistent results of prior studies regarding the relationship between W_ICTs and employees\' negative behaviors. It contributes to expanding research on the outcomes of W_ICTs and the antecedents of work procrastination. Moreover, the proposed influence mechanism between W_ICTs and work procrastination has not been established from the perspective of intrinsic motivation and prevention focus. Hence, this study responds to scholars\' calls and adds to the existing research on how W_ICTs affect work procrastination. These research findings enhance the current understanding of the effects of W_ICTs and offer valuable insights for organizations to effectively manage W_ICTs and address work procrastination behavior in practice.
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  • 文章类型: Journal Article
    目的:这项研究的目的是进行系统评价,以总结和评估最近在基于游戏的体育干预对儿童和青少年的愉快影响方面取得的进展。此外,它试图确定影响儿童和青少年参与体育游戏的愉快结果的影响和变量,通过荟萃分析。
    方法:这项研究涉及对WebofScience等不同数据库的全面搜索,PubMed,Embase,EBSCOhost,科克伦,还有Scopus.为选择过程建立了具体标准,以确保包括相关文献。纳入研究的质量评估是根据Cochrane5.1手册中概述的指南进行的。采用ReviewManager5.3软件合成效果大小。此外,使用漏斗图评估偏差,并确定异质性的潜在来源,进行亚组分析。
    结果:共有1907篇学术论文,其中2篇文章是通过其他数据源识别的。本研究研究了涉及体育游戏的教学干预对儿童和青少年享受的影响。结果表明有显著的正效应(MD=0.53,95CI:[0.27,0.79],P<0.05)对享受的干预。亚组分析进一步显示,两个男孩(MD=0.31,95CI:[0.13,0.50],P<0.05)和女孩(MD=0.28,95CI:[0.05,0.51],P<0.05)与传统体育相比,获得了更高的乐趣。此外,12岁以下儿童(MD=0.41,95CI:[0.17,0.64],P<0.05)受益于每次至少30分钟或更长时间的会议(MD=0.40,95CI:[0.19,0.60],P<0.05),每周发生1至3次(MD=0.28,95CI:[0.16,0.40],P<0.05),并持续超过3周(MD=0.81,95CI:[0.29,1.34],P<0.05)。这些发现表明,体育游戏的实施可以成为该学科教学的有效方法。
    结论:1)使用物理游戏的干预已被证明在增强儿童和青少年的享受方面产生了有益的结果。2)旨在促进儿童和青少年享受的治疗的有效性受到几个方面的影响,包括性别,年龄,体力活动的持续时间和频率,以及使用的特定活动周期。
    OBJECTIVE: The objective of this study was to conduct a systematic review to summarize and assess the advancements lately made on the enjoyable impacts of game-based physical education interventions on children and adolescents. Additionally, it attempted to identify the effects and variables influencing the enjoyable outcomes of children and adolescents\' engagement in physical education games, through meta-analysis.
    METHODS: This study involves a comprehensive search of different databases like Web of Science, PubMed, Embase, EBSCOhost, Cochrane, and Scopus. Specific criteria are established for the selection process to make sure the relevant literature included. The quality assessment of the included researches is conducted based on the guidelines outlined in the Cochrane 5.1 handbook. Review Manager 5.3 software is employed to synthesis the effect sizes. Additionally, bias is assessed using funnel plots, and to identify potential sources of heterogeneity, subgroup analyses are performed.
    RESULTS: A total of 1907 academic papers, out of which 2 articles were identified via other data sources. The present study examined the impact of a pedagogical intervention involving physical education games on the enjoyment experienced by children and adolescents. The results indicated a significant positive effect (MD = 0.53, 95%CI:[0.27,0.79], P < 0.05) of this intervention on enjoyment. Subgroup analyses further revealed that both boys (MD = 0.31, 95%CI:[0.13,0.50], P < 0.05) and girls (MD = 0.28, 95%CI:[0.05,0.51], P < 0.05) experienced increased pleasure compared to traditional physical education. Additionally, children under 12 years of age (MD = 0.41, 95%CI:[0.17,0.64], P < 0.05) benefited from sessions lasting at least 30 minutes or more per session (MD = 0.40, 95%CI:[0.19,0.60], P < 0.05), occurring 1 to 3 times per week (MD = 0.28, 95%CI:[0.16,0.40], P < 0.05), and lasting for more than 3 weeks (MD = 0.81, 95%CI:[0.29,1.34], P < 0.05). These findings suggest that the implementation of physical education games can be an effective approach to teaching this subject.
    CONCLUSIONS: 1) Interventions using physical games have been shown to yield beneficial outcomes in terms of enhancing the enjoyment experienced by children and adolescents. 2) The effectiveness of treatments aimed at promoting enjoyment among children and adolescents is influenced by several aspects, including gender, age, duration and frequency of physical activity, as well as the specific cycle of activity used.
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  • 文章类型: Journal Article
    随着在线学习的普及,了解学生在数字外语课程中的情感体验已成为当务之急。
    这项混合方法研究调查了同伴支持和自我效能如何影响502名中国本科生在线英语课程的情感体验。使用调查进行了定量分析,以检查同伴支持之间的关系,自我效能感,享受,和焦虑。访谈的定性分析提供了更多的见解。
    定量分析表明,同伴的支持对外语的享受和焦虑水平有积极的预测作用。自我效能感被发现部分调解了这种关系,在同伴支持下加强自我效能感,which,反过来,积极影响快乐和焦虑。定性分析提供了融合但细致入微的见解,以了解同伴支持如何增强调查之外的自我效能感和情绪。
    这些发现提供了通过针对不同学生需求的同伴支持和自我效能发展来优化在线语言课程的见解。围绕样本选择的限制,自我报告的措施,和关系范围检查了未来研究的当前机会。
    UNASSIGNED: With the proliferation of online learning, understanding students\' affective experiences in digital foreign language courses has become imperative.
    UNASSIGNED: This mixed-methods study investigates how peer support and self-efficacy shape the emotional experiences of 502 Chinese undergraduate students in online English courses. Quantitative analyses using surveys were conducted to examine the relationships between peer support, self-efficacy, enjoyment, and anxiety. Qualitative analyses of interviews provided additional insights.
    UNASSIGNED: Quantitative analyses reveal that peer support positively predicts higher levels of foreign language enjoyment and anxiety. Self-efficacy was found to partially mediate this relationship, with peer support strengthening self-efficacy, which, in turn, positively influences enjoyment and anxiety. Qualitative analyses provide converging yet nuanced insights into how peer support enhances self-efficacy and emotions beyond the surveys.
    UNASSIGNED: The findings provide insight into optimizing online language courses through peer support and self-efficacy development tailored to diverse student needs. Limitations around sample selection, self-reported measures, and scope of relationships examined present opportunities for future research.
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  • 文章类型: Journal Article
    从事研究是一种情感要求很高的经历,也是充满困难的轨迹,挑战,和压力。这项民族志研究探索了我在四年制课程中作为博士生的个人经历,并通过分析2018年9月至2022年6月收集的550个研究日记条目进行了定性主题分析,其中主管反馈和审稿人评论是内容的一部分。三个经常性的,独特,并确定了与我的个人经历有关的突出主题:充满焦虑,获得一种享受的感觉,实现个人成长。而焦虑来自出版和论文写作,外语写作,和个人压力源,从支持网络和进行研究中获得了乐趣。我的个人成长反映在持续的参与和自主性的提高上。在这个过程中,我经历了一些负面情绪,但找到了更多的乐趣。研究结果表明,焦虑和享受是波动的,同时发生,和互惠。研究结果呼吁更多地关注研究日记写作在支架式博士研究中的作用,提供情感支持,促进博士生的个人成长和福祉。
    Engaging with research is an emotionally demanding experience and a trajectory full of difficulties, challenges, and stress. This autoethnographic study explored my personal experiences as a PhD student in a four-year program and conducted a qualitative thematic analysis by analyzing 550 research diary entries collected between September 2018 and June 2022, in which supervisor feedback and reviewer comments were part of the content. Three recurring, unique, and salient themes pertaining to my personal experiences were identified: being fraught with anxiety, gaining a sense of enjoyment, and achieving personal growth. Whereas anxiety was from publication and dissertation writing, foreign language writing, and individual stressors, enjoyment was gained from the support network and conducting research. My personal growth was reflected from sustained engagement and improved autonomy. In the process, I experienced some negative emotions, but found more enjoyment. The findings indicate that anxiety and enjoyment are fluctuating, co-occurring, and reciprocal. The findings call for more attention to the role of research diary writing in scaffolding PhD research, providing emotional support, and facilitating personal growth and well-being of PhD students.
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  • 文章类型: Journal Article
    体育素养和享受是影响体育活动的重要因素。
    这项工作研究了体育活动享受(PAE)是否介导了大学生中中等至剧烈的体育活动(MVPA)与体育素养(PL)之间的关联。
    使用感知身体素养量表(PPLI-SC)招募中国大学生,国际身体活动问卷简表(IPAQ-SF),和身体活动享受量表。SPSSHayes过程宏(模型4)用于分析直接影响和间接影响。皮尔逊相关性,独立样本t检验,用线性回归分析各指标之间的关系。
    该研究调查了587名男孩和1,393名女孩,共1,980份有效问卷。MVPA,PAE,男孩的PL明显高于女孩(p<0.01)。相关性分析表明,MVPA,PL,与PAE呈显著正相关(p<0.01)。结果表明,添加PAE变量后,PL对MVPA的直接影响仍具有统计学意义(β=0.067,p<0.05);控制PL后,PAE对MVPA有正向影响(β=0.170,p<0。01).PL对PAE有积极影响(β=0.750,p<0.01)。PL影响MVPA,解释为享受的中介效应为65.58%。
    体育活动享受在大学生中调节PL和MVPA之间的关系。这意味着,即使学生中的高PL也可能并不意味着如果他们不喜欢体育锻炼,他们就会进行体育锻炼。
    Physical literacy and enjoyment are important factors that affect physical activity.
    This work studies whether physical activity enjoyment (PAE) mediates the association between moderate to vigorous physical activity (MVPA) and physical literacy (PL) among college students.
    Chinese college students were recruited using the Perceived Physical Literacy Instrument Scale (PPLI-SC), the International Physical Activity Questionnaire Short Form (IPAQ-SF), and the Physical Activity Enjoyment Scale. The SPSS Hayes process macro (model 4) was used to analyze the direct impact and the indirect impact. Pearson correlation, independent sample t-tests, and linear regression were used to analyze the relationship between indicators.
    The study surveyed 587 boys and 1,393 girls with a total of 1,980 valid questionnaires. MVPA, PAE, and PL of boys were significantly higher than girls (p < 0.01). The correlation analysis showed that MVPA, PL, and PAE were significantly correlated (p < 0.01). The results showed the direct effect of PL on MVPA was still statistically significant (β = 0.067, p < 0.05) after adding PAE variables; PAE has a positive effect on MVPA after controlling PL (β = 0.170, p < 0. 01). PL has a positive effect on PAE (β = 0.750, p < 0.01). PL impacted MVPA as explained by a 65.58% mediating effect of enjoyment.
    Physical activity enjoyment mediates the relationship between PL and MVPA among college students. This means that even high PL among student may not imply that they are physically active if they do not enjoy physical activity.
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  • 文章类型: Journal Article
    Metaverse,它结合了许多信息技术,是未来的互联网。一种沉浸式学习的媒体,隐喻可以设定未来的教育趋势,并导致教育的重大改革。尽管隐喻有可能提高在线学习体验的有效性,基于隐喻的教育实施仍处于起步阶段。此外,哪些因素会影响高等教育学生对教育隐喻的采纳,目前尚不清楚。因此,本研究旨在探讨影响高教学生采用隐喻技术进行教育的行为意向的主要因素。本研究提出了一个扩展的技术接受模型(TAM)来实现这一目标。这项研究的新颖性在于它的概念模型,它融合了两种技术,个人,和抑制/促成因素。经验数据是通过在线问卷调查从约旦私立和公立大学的574名学生中收集的。基于PLS-SEM分析,这项研究确定了感知有用性,IT中的个人创新,和感知的享受是学生采用隐喻的行为意图的关键推动者。此外,感知的网络风险被发现是学生反常采纳意图的主要抑制因素。令人惊讶的是,发现感知的易用性对隐喻采用意图的影响微不足道。此外,发现自我效能感,个人创新,感知网络风险是感知有用性和感知易用性的主要决定因素。虽然这项研究的发现有助于TAM模型的扩展,这些发现的实际价值是显著的,因为它们将帮助教育当局了解每个因素的作用,并使他们能够规划他们未来的战略。
    Metaverse, which combines a number of information technologies, is the Internet of the future. A media for immersive learning, metaverse could set future educational trends and lead to significant reform in education. Although the metaverse has the potential to improve the effectiveness of online learning experiences, metaverse-based educational implementations are still in their infancy. Additionally, what factors impact higher education students\' adoption of the educational metaverse remains unclear. Consequently, the aim of this study is to explore the main factors that affect higher education students\' behavioral intentions to adopt metaverse technology for education. This study has proposed an extended Technology Acceptance Model (TAM) to achieve this aim. The novelty of this study resides in its conceptual model, which incorporates both technological, personal, and inhibiting/enabling factors. The empirical data were collected via online questionnaires from 574 students in both private and public universities in Jordan. Based on the PLS-SEM analysis, the study identifies perceived usefulness, personal innovativeness in IT, and perceived enjoyment as key enablers of students\' behavioral intentions to adopt the metaverse. Additionally, perceived cyber risk is found as the main inhibitor of students\' metaverse adoption intentions. Surprisingly, the effect of perceived ease of use on metaverse adoption intentions is found to be insignificant. Furthermore, it is found that self-efficacy, personal innovativeness, and perceived cyber risk are the main determinants of perceived usefulness and perceived ease of use. While the findings of this study contribute to the extension of the TAM model, the practical value of these findings is significant since they will help educational authorities understand each factor\'s role and enable them to plan their future strategies.
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  • 文章类型: Journal Article
    本研究考察了中国学生的孝道信念与数学拖延之间的关系以及学业情绪在这种关系中的中介作用。使用结构方程模型对中国1,476名小学生的数据进行分析,结果表明,学生的互惠和专制孝道信念与学业享受和焦虑呈正相关。分别。学生在数学学习中的拖延与焦虑和专制孝道信念呈正相关,与享受和互惠孝道信念呈负相关。引导分析结果证实了焦虑在专制孝道信仰与拖延之间的关系中的中介作用。相互的孝道信念与通过享受的拖延有负面的间接关系。从社会文化角度解释了结果。讨论了理论贡献和实践意义。
    This study examined the relations between Chinese students\' filial piety beliefs and mathematics procrastination and the mediating role of academic emotions in the relations. Analysis of data on 1,476 primary school students in China with structural equation modeling revealed that students\' reciprocal and authoritarian filial piety beliefs were positively related to academic enjoyment and anxiety, respectively. Students\' procrastination in mathematics learning was positively related to anxiety and authoritarian filial piety beliefs and had negative associations with enjoyment and reciprocal filial piety beliefs. The bootstrap analysis results confirmed the mediating role of anxiety in the relation between authoritarian filial piety beliefs and procrastination. Reciprocal filial piety beliefs had negative indirect relationship with procrastination via enjoyment. The results were explained from a socio-cultural perspective. The theoretical contributions and practical implications are discussed.
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  • 文章类型: Journal Article
    UNASSIGNED:对交互式虚拟现实(IVR)的兴趣正在增加,因为它具有体现学习和小组主导教学的潜力。然而,很少有研究从心理和情感价值方面探讨IVR技术特征和学习经历影响学习成果的内在机制。基于媒介技术模型和成就情绪控制值理论(CVTAE),本研究使用结构方程模型(SEM)来研究IVR技术特征内部元素之间的相关性,学习经验,和学习成果。它还强调了情感体验在这种情况下所扮演的角色。
    UNASSIGNED:本研究引用的样本包括480名大学生(193名男性),他们同时在一个基于IVR的COVID-19大流行科学博物馆中进行指导探究和学习,每组10人。
    UNASSIGNED:研究结果表明,在基于IVR的学习模拟中,存在和感知的享受对虚拟现实(VR)特征与感知的学习成果之间的关系具有关键的中介作用。此外,结果表明,存在与感知的学习效果更密切相关,而快乐与学习满意度更密切相关。
    UNASSIGNED:这些发现为基于VR的教学设计和环境开发提供了智力支持和理论支持。此外,本研究对未来IVR在体验式教学中的大规模应用具有实用价值,团体主导教学,促进教育数字化转型和智能化升级。
    UNASSIGNED: Interest in interactive virtual reality (IVR) is increasing due to its potential for embodied learning and group-led teaching. However, few studies have investigated the internal mechanism by which IVR technology features and learning experiences affect learning outcomes in terms of psychological and emotional value. Based on media technology models and the control value theory of achievement emotions (CVTAE), this study uses structural equation modeling (SEM) to investigate the correlations among the internal elements of IVR technology features, learning experiences, and learning outcomes. It also emphasizes the role played by emotional experience in this context.
    UNASSIGNED: The sample referenced by this study consisted of 480 college students (193 males) who were simultaneously engaged in guided inquiry and learning in an IVR-based COVID-19 pandemic science museum in groups of 10.
    UNASSIGNED: The findings suggest that presence and perceived enjoyment have a key mediating effect on the relationship between virtual reality (VR) features and perceived learning outcomes in an IVR-based learning simulation. In addition, the results indicate that presence is more strongly correlated with perceived learning effects, while enjoyment is more strongly correlated with learning satisfaction.
    UNASSIGNED: These findings provide intellectual support and theoretical backing for VR-based instructional design and environmental development. Moreover, this study has practical value with regard to the future large-scale application of IVR to experiential teaching, group-led teaching, and the promotion of the digital transformation and intelligence upgrading in education.
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  • 文章类型: Journal Article
    目的:本研究的目的是调查体质(PF)水平与中国中学生感知幸福感之间的关系。动机,和享受。
    方法:在本研究中,参与者是从中国16所北京中学随机抽取的。除了收集人口统计数据(即,性别,年龄,和父母教育),包括沃里克-爱丁堡精神幸福感量表在内的工具,体育问卷中的行为规范,并采用体力活动儿童享受量表收集其他幸福感变量的数据,动机,和享受,分别。
    结果:共有1678名青少年(M岁=14.66岁,SD=1.80)参与本研究。根据结果,在平均年龄的PF类别中可以观察到显著的性别差异,BMI,肺活量,50米冲刺,肌肉力量,和灵活性(所有p<0.05)。相比之下,幸福感水平没有显著的性别差异,动机,和享受观察,男孩和女孩得分相似(p>0.05)。的确,BMI得分低、肺活量高的青少年,肌肉力量,灵活性表现出更好的幸福感,动机,和享受。然而,没有观察到定时仰卧起坐和引体向上与幸福感之间的关联,动机,和享受。
    结论:这项研究得出了关于PF与中国青少年感知幸福感之间关系的初步发现,动机,和享受。改善青少年的健康,在未来的研究中,有必要采用前瞻性和实验性的研究设计,以倡导校本课程中的健身教育。
    Purpose: The purpose of this study is to investigate the relationship between physical fitness (PF) level and Chinese middle-school students’ perceived well-being, motivation, and enjoyment. Method: In this study, the participants were randomly selected from 16 Beijing-based middle schools in China. In addition to the collection of demographic data (i.e., gender, age, and parental education), tools including the Warwick-Edinburgh Mental Well-Being Scale, the Behavioural Regulation in Sport Questionnaire, and the Physical Activity Children’s Enjoyment Scale were employed for collecting data on other variables of well-being, motivation, and enjoyment, respectively. Results: A total of 1678 adolescents (M age = 14.66 years, SD = 1.80) participated in this study. According to the results, significant gender differences could be observed in the PF categories of mean age, BMI, vital capacity, 50-m sprint, muscular strength, and flexibility (all p < 0.05). In contrast, there was no significant gender difference in the levels of well-being, motivation, and enjoyment observed, with similar scores for boys and girls (p > 0.05). Indeed, adolescents with low BMI scores and high levels of vital capacity, muscular strength, and flexibility showed better well-being, motivation, and enjoyment. However, no association was observed between timed sit-ups and pull-ups and well-being, motivation, and enjoyment. Conclusions: This study produced preliminary findings on the relationship between PF and Chinese adolescents’ perceived well-being, motivation, and enjoyment. To improve the health of adolescents, it is necessary to adopt prospective and experimental research designs for advocating for fitness education in school-based programs in future research.
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  • 文章类型: Journal Article
    背景:成功的与原因相关的营销(CRM)活动可以帮助公司从竞争对手中脱颖而出;但是,CRM可能没有令人愉快的结果,即使它获得了大量投资。
    目的:本研究旨在调查游戏化CRM项目如何影响消费者的好感。
    方法:我们在3个不同的研究中介绍了3个不同的CRM项目。根据游戏化的程度,每个项目都有2个版本,参与者被随机分配到这两组中.此外,我们使用了2(游戏化:较低,更高)2(规则呈现:没有视觉线索,具有视觉提示)受试者之间的设计,以测试规则演示在游戏化CRM项目中的调节作用。
    结果:在研究1中,我们发现高度游戏化的CRM计划会引起更多的享受(F1,139=21.11,P<.001)和更高的好感度(F1,139=14.57,P<.001)。此外,在研究2中,我们发现享乐在游戏化和好感之间起中介作用(P<.001)。此外,研究3的结果表明,游戏化CRM计划中的规则呈现可以通过享受来缓和游戏化对好感的间接影响(调节调节指数:95%CI-1.12~-0.10;对于有视觉线索的规则呈现:95%CI0.69~1.40;对于没有视觉线索的规则呈现:95%CI0.08~0.83).
    结论:总体而言,这项研究有助于CRM文献,并表明游戏化是管理CRM活动的有效方法。
    BACKGROUND: Successful cause-related marketing (CRM) campaigns can help companies stand out from their competitors; however, CRM may not have pleasant outcomes, even if it receives substantial investment.
    OBJECTIVE: This research aimed to investigate how gamified CRM projects influence consumers\' favorability.
    METHODS: We introduced 3 different CRM projects in 3 different studies. Every project had 2 versions according to the level of gamification, and participants were randomly assigned into these 2 groups. Additionally, we used a 2 (gamification: lower, higher) 2 (rules presentation: without visual cues, with visual cues) between-subjects design to test the moderation role of rules presentation in gamified CRM projects.
    RESULTS: In Study 1, we identified that the highly gamified CRM program induces more enjoyment (F1,139=21.11, P<.001) and higher favorability (F1,139=14.57, P<.001). Moreover, we found that enjoyment played a mediation role between gamification and favorability (P<.001) in Study 2. In addition, the results of Study 3 indicated rules presentation in a gamified CRM program can moderate the indirect effect of gamification on favorability via enjoyment (index of the moderated mediation: 95% CI -1.12 to -0.10; for rules presentation with visual cues: 95% CI 0.69 to 1.40; for rules presentation without visual cues: 95% CI 0.08 to 0.83).
    CONCLUSIONS: Overall, this research contributes to the CRM literature and suggests gamification is an effective way of managing CRM campaigns.
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