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Examining the dark side of using gamification elements in online community engagement: an application of PLS-SEM and ANN modeling

Gautam Srivastava (Department of Management Studies, GL Bajaj Institute of Management and Research, Greater Noida, India)
Surajit Bag (Centre for Data Science, Institute of Management Technology Ghaziabad, Ghaziabad, India)
Muhammad Sabbir Rahman (Department of Marketing and International Business, School of Business and Economics, North South University, Dhaka, Bangladesh)
Jan Harm Christiaan Pretorius (Faculty of Engineering and Built Environment, University of Johannesburg - Auckland Park Kingsway Campus, Johannesburg, South Africa)
Mohammad Osman Gani (Bangladesh University of Professionals, Dhaka, Bangladesh)

Benchmarking: An International Journal

ISSN: 1463-5771

Article publication date: 18 July 2022

Issue publication date: 1 December 2023

1215

Abstract

Purpose

The negative influence of gamification on online communities has received little attention in the available literature. The study examines the adverse effects of gamification during engaging in online communities.

Design/methodology/approach

Gap-spotting methods were used to develop the research questions, followed by model development using the social exchange and social-network theories. Data were collected from 429 samples. The study applied partial least squares structural equation modeling to test the research hypotheses followed by ANN application.

Findings

The study identified five factors related to gamification that have a significant adverse effect on the mental and emotional well-being of the users. Furthermore, the results of PLS-SEM were then compared through an artificial neural network (ANN) analytic process, revealing consistency for the model. This research presents a theoretical contribution by providing critical insights into online gamers' mental and emotional health. It implies that gamification can even bring mental and emotional disturbance. The resulting situation might lead to undesirable social consequences.

Practical implications

The result highlights the managerial and social relevance from the perspective of a developing country. As respondents are becoming more engrossed in online gaming, managers and decision-makers need to take preventive measures to overcome the dark side of online gaming.

Originality/value

The present study shows that the dark side of gamification has some adverse effects on human mental and emotional health. The study's findings can be used to improve gamification strategies while engaging online communities.

Keywords

Acknowledgements

The authors declare that there are no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper.

Citation

Srivastava, G., Bag, S., Rahman, M.S., Pretorius, J.H.C. and Gani, M.O. (2023), "Examining the dark side of using gamification elements in online community engagement: an application of PLS-SEM and ANN modeling", Benchmarking: An International Journal, Vol. 30 No. 9, pp. 2921-2947. https://doi.org/10.1108/BIJ-03-2022-0160

Publisher

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Emerald Publishing Limited

Copyright © 2022, Emerald Publishing Limited

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