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

Gautam Srivastava, Surajit Bag, Muhammad Sabbir Rahman, Jan Harm Christiaan Pretorius, Mohammad Osman Gani

Research output: Contribution to journalArticlepeer-review

9 Citations (Scopus)

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.

Original languageEnglish
Pages (from-to)2921-2947
Number of pages27
JournalBenchmarking
Volume30
Issue number9
DOIs
Publication statusPublished - 1 Dec 2023

Keywords

  • Adverse effects
  • Artificial neural network
  • Cyberbullying
  • Fatigue
  • Gamification
  • Marketing
  • PLS-SEM

ASJC Scopus subject areas

  • Business and International Management

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