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Gaming attribute preferences in social marketing programmes: Meaning matters more than rewards

Timo Dietrich (Social Marketing at Griffith, Department of Marketing and Griffith Menzies Health Institute Queensland, Griffith University, Nathan, Australia and Faculty of Medicine and Biomedical Sciences, Centre for Youth Substance Abuse, University of Queensland, St Lucia, Australia)
Rory Mulcahy (School of Business, University of Sunshine Coast, Maroochydoore, Australia)
Kathy Knox (Social Marketing at Griffith and Griffith Menzies Health Institute Queensland, Griffith University, Nathan, Australia)

Journal of Social Marketing

ISSN: 2042-6763

Article publication date: 15 March 2018

Issue publication date: 23 July 2018

1199

Abstract

Purpose

There is growing evidence that serious games can be an effective tool in social marketing programmes. Although multiple (serious) game attribute frameworks exist, there is limited knowledge about which game attributes are applicable for sensitive social marketing issues. This research aims to fill this gap by compiling a taxonomy of game attributes for serious games based on the existing literature and investigating which of the game attributes users prefer in the context of an alcohol programme targeted at adolescents.

Design/methodology/approach

Three serious games were administered to a sample of adolescents as part of a larger trial. Game feedback data from 640 participants are coded and compared using the synthesised classification taxonomy of reward-based and meaningful game attributes.

Findings

Meaningful game attributes are more frequently preferred than reward game attributes across all three serious games.

Research limitations/implications

This study examined serious games targeting only one specific context (alcohol) in one market segment (Australian adolescents) on one gaming platform (online).

Practical implications

This study proposes that meaningful game attributes are more important than reward game attributes when designing serious games for (alcohol) social marketing programmes. Nevertheless, social marketers must also recognise that reward-based game attributes are important attributes, as they are essential for making and motivating gameplay.

Originality/value

This research is the first social marketing study that provides insight into game attributes which are preferred by users of serious games or gamified technology in social marketing programmes.

Keywords

Acknowledgements

This article was funded by the Australian Research Council Linkage Program and Queensland Catholic Education Commission (LP130100345). The authors extend their gratitude to schools, teachers and students who participated. Without their support, this research would not have been possible.

Citation

Dietrich, T., Mulcahy, R. and Knox, K. (2018), "Gaming attribute preferences in social marketing programmes: Meaning matters more than rewards", Journal of Social Marketing, Vol. 8 No. 3, pp. 280-296. https://doi.org/10.1108/JSOCM-06-2017-0038

Publisher

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Emerald Publishing Limited

Copyright © 2018, Emerald Publishing Limited

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