Can gamification help green supply chain management firms achieve sustainable results in servitized ecosystem? An empirical investigation

[thumbnail of 113762 AAM.pdf]
Text - Accepted Version
· Restricted to Repository staff only until 15 November 2025.
· Available under License Creative Commons Attribution Non-commercial No Derivatives.
Restricted to Repository staff only until 15 November 2025

Please see our End User Agreement.

It is advisable to refer to the publisher's version if you intend to cite from this work. See Guidance on citing.

Add to AnyAdd to TwitterAdd to FacebookAdd to LinkedinAdd to PinterestAdd to Email

Behl, A., Sampat, B., Gaur, J., Pereira, V., Laker, B. orcid id iconORCID: https://orcid.org/0000-0003-0850-9744, Shankar, A., Shi, P. and Roohanifar, M. (2023) Can gamification help green supply chain management firms achieve sustainable results in servitized ecosystem? An empirical investigation. Technovation, 129. 102915. ISSN 1879-2383 doi: 10.1016/j.technovation.2023.102915

Abstract/Summary

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.

Altmetric Badge

Item Type Article
URI https://reading-clone.eprints-hosting.org/id/eprint/113762
Identification Number/DOI 10.1016/j.technovation.2023.102915
Refereed Yes
Divisions Henley Business School > Leadership, Organisations, Behaviour and Reputation
Publisher Elsevier
Download/View statistics View download statistics for this item

University Staff: Request a correction | Centaur Editors: Update this record

Search Google Scholar