TY - JOUR
T1 - Can gamification help green supply chain management firms achieve sustainable results in servitized ecosystem?
T2 - An empirical investigation
AU - Behl, Abhishek
AU - Sampat, Brinda
AU - Gaur, Jighyasu
AU - Pereira, Vijay
AU - Laker, Benjamin
AU - Shankar, Amit
AU - Shi, Yangyan
AU - Roohanifar, Mohammad
PY - 2024/1
Y1 - 2024/1
N2 - This study investigates gamification's role in promoting sustainable green supply chain management practices (GSCMP), examining what no study has before. The theoretical lens of self-determination and goal-setting enabled the design of a systematic questionnaire to gather data from companies in the retail industry. In total, 254 responses were obtained. The theoretical model was tested using Warp partial least square (PLS) 7.0. The findings suggest that gamification positively impacts GSCMP. Specifically, it helps increase goal commitment and green supply chain management, ultimately leading to improved sustainable supply chain performance. Additionally, gameful experience moderates the link between digital servitization and goal commitment. Furthermore, firm age does not affect sustainable performance, whereas, it is positively affected by firm size. The findings not only contribute to the literature on sustainable supply chain, servitization, gamification, digital technology adoption, and the above-mentioned theories, but also suggest that by using gamification to promote GSCMP, businesses can improve their overall sustainable performance.
AB - This study investigates gamification's role in promoting sustainable green supply chain management practices (GSCMP), examining what no study has before. The theoretical lens of self-determination and goal-setting enabled the design of a systematic questionnaire to gather data from companies in the retail industry. In total, 254 responses were obtained. The theoretical model was tested using Warp partial least square (PLS) 7.0. The findings suggest that gamification positively impacts GSCMP. Specifically, it helps increase goal commitment and green supply chain management, ultimately leading to improved sustainable supply chain performance. Additionally, gameful experience moderates the link between digital servitization and goal commitment. Furthermore, firm age does not affect sustainable performance, whereas, it is positively affected by firm size. The findings not only contribute to the literature on sustainable supply chain, servitization, gamification, digital technology adoption, and the above-mentioned theories, but also suggest that by using gamification to promote GSCMP, businesses can improve their overall sustainable performance.
KW - Digital technology
KW - Gamification
KW - Goal commitment
KW - Green supply chain management
KW - Innovation
KW - Servitization
KW - Sustainability
UR - https://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=mq-pure-production&SrcAuth=WosAPI&KeyUT=WOS:001134488300001&DestLinkType=FullRecord&DestApp=WOS
UR - http://www.scopus.com/inward/record.url?scp=85177049473&partnerID=8YFLogxK
U2 - 10.1016/j.technovation.2023.102915
DO - 10.1016/j.technovation.2023.102915
M3 - Article
SN - 0166-4972
VL - 129
SP - 1
EP - 12
JO - Technovation
JF - Technovation
M1 - 102915
ER -