Volume 32, Issue 1 (IJIEPR 2021)                   IJIEPR 2021, 32(1): 121-132 | Back to browse issues page


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Paknejad F, Mosaddad S H, Sadeghi Naeini H. Purchasing and Consumption Modification Among Iranians Throughout Gamification. IJIEPR 2021; 32 (1) :121-132
URL: http://ijiepr.iust.ac.ir/article-1-961-en.html
1- Industrial Design Dept., Iran University of Science and Technology (IUST), Tehran, Iran
2- Assistant Prof.Industrial Design Dept., Iran University of Science and Technology (IUST), Tehran, Iran , h_mosaddad@iust.ac.ir
3- Associate Prof.Industrial Design Dept., Iran University of Science and Technology (IUST), Tehran, Iran
Abstract:   (3050 Views)
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.
 
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Type of Study: Research | Subject: Technology and Knowledge Management
Received: 2019/09/25 | Accepted: 2020/09/21 | Published: 2020/12/11

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Creative Commons License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.