IDEAS home Printed from https://ideas.repec.org/a/gam/jsusta/v12y2020i5p1998-d328873.html
   My bibliography  Save this article

Gaming Avatar Can Influence Sustainable Healthy Lifestyle: Be Like an Avatar

Author

Listed:
  • Xuhui Wang

    (School of Business Administration, Dongbei University of Finance and Economics, Dalian 116025, China)

  • Asad Hassan Butt

    (School of Business Administration, Dongbei University of Finance and Economics, Dalian 116025, China)

  • Qilin Zhang

    (School of Business Administration, Dongbei University of Finance and Economics, Dalian 116025, China)

  • Muhammad Nouman Shafique

    (School of Business Administration, Dongbei University of Finance and Economics, Dalian 116025, China)

  • Hassaan Ahmad

    (School of Business Administration, Dongbei University of Finance and Economics, Dalian 116025, China)

  • Zahid Nawaz

    (School of Business Administration, Dongbei University of Finance and Economics, Dalian 116025, China)

Abstract

Online gaming is consistently changing with the use of new technologies and seen as making an impact on consumers’ sustainable lifestyles. The gaming avatars have influenced low avatar identification players to engage in physical and learning activities through massively multiplayer online (MMO) game genre. The fundamental purpose of the study is to classify the association of an avatar with consumer’s behavioural intention for exercise and to consume healthy food. This study incorporates three theories: social cognitive theory (SCT), social determination theory (SDT) and player-avatar identification (PAI) theory to determine its four dimensions’ impact on exercise and healthy food intention to attain a sustainable healthy lifestyle. SCT is related to human cognitive behaviour in the light of immersive experience, self-presence, and enjoyment. SDT related to the physical aspects of consumers that are exercise intention and consumption of healthy food. The results have shown that immersive experience, self-presence and enjoyment do impact the consumer’s behavioural intention towards an individual’s sustainability.

Suggested Citation

  • Xuhui Wang & Asad Hassan Butt & Qilin Zhang & Muhammad Nouman Shafique & Hassaan Ahmad & Zahid Nawaz, 2020. "Gaming Avatar Can Influence Sustainable Healthy Lifestyle: Be Like an Avatar," Sustainability, MDPI, vol. 12(5), pages 1-22, March.
  • Handle: RePEc:gam:jsusta:v:12:y:2020:i:5:p:1998-:d:328873
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/2071-1050/12/5/1998/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/2071-1050/12/5/1998/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Viswanath Venkatesh, 2000. "Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model," Information Systems Research, INFORMS, vol. 11(4), pages 342-365, December.
    2. Marios Koufaris, 2002. "Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior," Information Systems Research, INFORMS, vol. 13(2), pages 205-223, June.
    3. Oddveig Storstad & Hilde Bjørkhaug, 2003. "Foundations of production and consumption of organic food in Norway: Common attitudes among farmers and consumers?," Agriculture and Human Values, Springer;The Agriculture, Food, & Human Values Society (AFHVS), vol. 20(2), pages 151-163, June.
    4. Vladimir Strezov & Annette Evans & Tim J. Evans, 2017. "Assessment of the Economic, Social and Environmental Dimensions of the Indicators for Sustainable Development," Sustainable Development, John Wiley & Sons, Ltd., vol. 25(3), pages 242-253, May.
    5. Giovanni Baiocchi & Jan Minx & Klaus Hubacek, 2010. "The Impact of Social Factors and Consumer Behavior on Carbon Dioxide Emissions in the United Kingdom," Journal of Industrial Ecology, Yale University, vol. 14(1), pages 50-72, January.
    6. Jacky Xi Zhang & Hongshi Zhang & Patricia Ordóñez de Pablos & Yongqiang Sun, 2014. "Challenges and Foresights of Global Virtual Worlds Markets," Journal of Global Information Technology Management, Taylor & Francis Journals, vol. 17(2), pages 69-73, April.
    7. Zhang, Yongping & Mi, Zhifu, 2018. "Environmental benefits of bike sharing: A big data-based analysis," Applied Energy, Elsevier, vol. 220(C), pages 296-301.
    8. repec:aph:ajpbhl:10.2105/ajph.2016.303532_2 is not listed on IDEAS
    9. Yu, Xiaohua & Abler, David, 2010. "Incorporating zero and missing responses into CVM with open-ended bidding: willingness to pay for blue skies in Beijing," Environment and Development Economics, Cambridge University Press, vol. 15(5), pages 535-556, October.
    10. Nigg, C.R. & Mateo, D.J. & An, J., 2017. "Pokémon GO may increase physical activity and decrease sedentary behaviors," American Journal of Public Health, American Public Health Association, vol. 107(1), pages 37-38.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Xuhui Wang & Asad Hassan Butt & Qilin Zhang & Nouman Shafique & Hassan Ahmad, 2021. "“Celebrity Avatar†Feasting on In-Game Items: A Gamers’ Play Arena," SAGE Open, , vol. 11(2), pages 21582440211, May.
    2. Sestino, Andrea & D'Angelo, Alfredo, 2023. "My doctor is an avatar! The effect of anthropomorphism and emotional receptivity on individuals' intention to use digital-based healthcare services," Technological Forecasting and Social Change, Elsevier, vol. 191(C).

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Xiaohong Wu & Ivan Ka Wai Lai, 2022. "The use of 360-degree virtual tours to promote mountain walking tourism: stimulus–organism–response model," Information Technology & Tourism, Springer, vol. 24(1), pages 85-107, March.
    2. Youn Kang & Won Lee, 2015. "Self-customization of online service environments by users and its effect on their continuance intention," Service Business, Springer;Pan-Pacific Business Association, vol. 9(2), pages 321-342, June.
    3. Han, Sang-Lin & An, Myounga & Han, Jerry J. & Lee, Jiyoung, 2020. "Telepresence, time distortion, and consumer traits of virtual reality shopping," Journal of Business Research, Elsevier, vol. 118(C), pages 311-320.
    4. Shafiqul Islam & Mohammad Fakhrul Islam & Noor-E- Zannat, 2023. "Behavioral Intention to Use Online for Shopping in Bangladesh: A Technology Acceptance Model Analysis," SAGE Open, , vol. 13(3), pages 21582440231, September.
    5. Barney Tan & Cheng Yi & Hock C. Chan, 2015. "Research Note—Deliberation Without Attention: The Latent Benefits of Distracting Website Features for Online Purchase Decisions," Information Systems Research, INFORMS, vol. 26(2), pages 437-455, June.
    6. Huang, Yu-Chih & Backman, Sheila J. & Backman, Kenneth F. & Moore, DeWayne, 2013. "Exploring user acceptance of 3D virtual worlds in travel and tourism marketing," Tourism Management, Elsevier, vol. 36(C), pages 490-501.
    7. D. Veena Parboteeah & Joseph S. Valacich & John D. Wells, 2009. "The Influence of Website Characteristics on a Consumer's Urge to Buy Impulsively," Information Systems Research, INFORMS, vol. 20(1), pages 60-78, March.
    8. Domina, Tanya & Lee, Seung-Eun & MacGillivray, Maureen, 2012. "Understanding factors affecting consumer intention to shop in a virtual world," Journal of Retailing and Consumer Services, Elsevier, vol. 19(6), pages 613-620.
    9. Maria Francisca Blasco Lopez & Nuria Recuero Virto & Sonia San-Martín, 2018. "Local Food Shopping: Factors Affecting Users’ Behavioural E-Loyalty," Administrative Sciences, MDPI, vol. 8(3), pages 1-20, August.
    10. Collier, Joel E. & Barnes, Donald C., 2015. "Self-service delight: Exploring the hedonic aspects of self-service," Journal of Business Research, Elsevier, vol. 68(5), pages 986-993.
    11. Arif Hasan & S. K. Gupta, 2020. "Exploring Tourists’ Behavioural Intentions Towards Use of Select Mobile Wallets for Digital Payments," Paradigm, , vol. 24(2), pages 177-194, December.
    12. Kathrin Dudenhöffer, 2013. "Why electric vehicles failed," Metrika: International Journal for Theoretical and Applied Statistics, Springer, vol. 24(2), pages 95-124, July.
    13. Chang-Su Kim & Eun-Hai Oh & Kyung Yang & Jae Kim, 2010. "The appealing characteristics of download type mobile games," Service Business, Springer;Pan-Pacific Business Association, vol. 4(3), pages 253-269, December.
    14. Naresh K. Malhotra & Sung S. Kim & Ashutosh Patil, 2006. "Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research," Management Science, INFORMS, vol. 52(12), pages 1865-1883, December.
    15. Andrei OGREZEANU, 2015. "Models Of Technology Adoption: An Integrative Approach," Network Intelligence Studies, Romanian Foundation for Business Intelligence, Editorial Department, issue 5, pages 55-67, June.
    16. Gao, Lingling & Bai, Xuesong, 2014. "Online consumer behaviour and its relationship to website atmospheric induced flow: Insights into online travel agencies in China," Journal of Retailing and Consumer Services, Elsevier, vol. 21(4), pages 653-665.
    17. Hsiao, Chun Hua & Yang, Chyan, 2011. "The intellectual development of the technology acceptance model: A co-citation analysis," International Journal of Information Management, Elsevier, vol. 31(2), pages 128-136.
    18. Dickinger, Astrid & Stangl, Brigitte, 2013. "Website performance and behavioral consequences: A formative measurement approach," Journal of Business Research, Elsevier, vol. 66(6), pages 771-777.
    19. Pantano, Eleonora & Rese, Alexandra & Baier, Daniel, 2017. "Enhancing the online decision-making process by using augmented reality: A two country comparison of youth markets," Journal of Retailing and Consumer Services, Elsevier, vol. 38(C), pages 81-95.
    20. Ozkara, Behcet Yalin & Ozmen, Mujdat & Kim, Jong Woo, 2017. "Examining the effect of flow experience on online purchase: A novel approach to the flow theory based on hedonic and utilitarian value," Journal of Retailing and Consumer Services, Elsevier, vol. 37(C), pages 119-131.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jsusta:v:12:y:2020:i:5:p:1998-:d:328873. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.