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C2C二手市场应用中的游戏化:从激励可持续行为到意外的过度消费

Gamification in C2C secondary marketplace apps: from motivating sustainable behavior to unintended overconsumption

Internet Research · 2025
被引 1
ABS 3

中文导读

研究游戏化功能如何通过温暖光辉和道德许可效应,在激励二手市场用户环保行为的同时,意外导致过度购买、享乐消费和冲动购买。

Abstract

Purpose This study integrates affordance theory and self-determination theory to examine how gamification affordances on consumer-to-consumer (C2C) secondary marketplace apps influence users' pro-environmental behaviors. Drawing on the concepts of warm glow and moral licensing, it investigates how pro-environmental actions via apps may unintentionally lead to overconsumption. Design/methodology/approach We recruited 613 respondents who had recently used Xianyu, a leading C2C secondary marketplace app in China, to sell their unwanted possessions. Data were analyzed using SmartPLS 4.0 to test the proposed path relationships. Findings The findings showed that instrumental and hedonic affordances, but not social affordances, are crucial for enhancing pro-environmental motivations. Users' engagement in pro-environmental actions is driven by autonomous (intrinsic) and controlled (extrinsic) motives. Engaging in pro-environmental actions via apps can increase the warm glow effect, which, in turn, may unintentionally contribute to overconsumption behaviors, including over-purchase, hedonic consumption and impulse purchase. Moral licensing strengthened the impact of warm glow on hedonic consumption and impulse purchase. Practical implications This study suggests C2C secondary marketplace apps can design gamified elements to sustain pro-environmental motivations while reducing overconsumption by leveraging instrumental and hedonic affordances, emphasizing long-term environmental impact and mitigating moral licensing through ongoing commitment. Originality/value This research offers a novel perspective by demonstrating how gamification affordances promote pro-environmental behaviors yet may indirectly drive overconsumption through the emotional benefits of these actions. By highlighting both positive motivations and potential unintended consequences, this study provides a comprehensive understanding of gamification's impact in C2C secondary marketplaces.

游戏化可持续消费二手市场消费者行为过度消费