Exploring the Demand for Green Gamification Among E-commerce Consumers in Malaysia
List of Authors
  • Ng Lee Wah, Yulita Hanum P. Iskandar

Keyword
  • Green Gamification, Environmental Awareness, Behavioural Intention, Industrial Growth

Abstract
  • The rapid advancement of mobile and wireless technology has fuelled the growth of e-commerce in Malaysia. The COVID-19 pandemic further accelerated this market, resulting a significant surge during the outbreak. E-commerce has continued to grow steadily as online shopping has become a new normal for consumer purchases. However, the rise in online shopping has resulted in excessive waste due to over-packaging in express delivery services, creating a critical packaging waste management challenge that has garnered attention from the government and local authorities. Despite numerous environmental programs aimed at raising awareness and addressing packaging waste management issue, these initiatives have proven ineffective due to their information-heavy, dull, and unengaging nature. Past studies have demonstrated that green gamification effectively enhances pro-environmental awareness and promote pro-environmental behaviour with its engaging and entertaining features. While gamification has been integrated into e-commerce platforms in Malaysia primarily as a marketing tool, its potential for promoting packaging waste sustainability has not been fully explored and the adoption of green gamification is very low in Malaysia. Green gamification is emerging as an innovative technology, particularly in the field of sustainability. There are numerous factors may affect the adoption of a new technology. It also depends on users’ characteristics and each generation would have different characteristics in the acceptance of new technology. Therefore, the research model in this study is based on integration of extended Unified Theory of Acceptance and Use of Technology (UTAUT2) and Self Determination Theory (SDT) to investigate the determinants influencing behavioural intention to use green gamification among e-commerce consumers in Malaysia.

Reference
  • No Data Recorded