Title of article
Purchasing and Consumption Modification Among Iranians Throughout Gamification
Author/Authors
Paknejad, Farzaneh Industrial Design Dept - School of Architecture and Environmental Design - Iran Univ. of Science & Tech.(IUST), Tehran, Iran , Mosaddad, Hashem Industrial Design Dept - School of Architecture and Environmental Design - Iran Univ. of Science & Tech.(IUST), Tehran, Iran , Sadeghi Naeini, Hassan Industrial Design Dept - School of Architecture and Environmental Design - Iran Univ. of Science & Tech.(IUST), Tehran, Iran
Pages
12
From page
121
To page
132
Abstract
Optimal consumption is known as a nowadays concern which is related to scientific improvement,
development of technology, product design, design and development based on standards, proper
distribution of resources and, consequently, advancement in other less considered areas. Considering
marketing, people are persuaded to purchase and consume the products throughout the gamification
principles, even if this is more than the users’ needs. This cross-sectional study focused on
consumption patterns and gamification. The main objectives of this research was to provide a modified
pattern of purchasing and consuming bread through persuading the families. This study was done by
simulated gamification patterns and assessment of participants’ feedback. The data was collected
through literature review and interviews from a sample consisting of 25 students in the primary school.
The results showed that gamification as a main factor was an appropriate stimulus for persuading
purchasing and consumption behavior modification. However, the addition of mechanics in a
relationship is not enough per se; reinforcement is required to enhance the quality of the perceived
experience.
Keywords
Persuasive design , Gamification , Consumption pattern , Behavior modification
Journal title
International Journal of Industrial Engineering and Production Research
Serial Year
2021
Record number
2631726
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