#5387. Purchasing and consumption modification among iranians throughout gamification

August 2026publication date
Proposal available till 13-05-2025
4 total number of authors per manuscript0 $

The title of the journal is available only for the authors who have already paid for
Journal’s subject area:
Management Science and Operations Research;
Strategy and Management;
Industrial and Manufacturing Engineering;
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More details about the manuscript: Science Citation Index Expanded or/and Social Sciences Citation Index
Abstract:
Optimal consumption is known as a nowadays concern which is related to scientific improvement, development of technology, product design, design and development based on standards, proper distribution of resources and, consequently, advancement in other less considered areas. Considering marketing, people are persuaded to purchase and consume the products throughout the gamification principles, even if this is more than the users’ needs. This cross-sectional study focused on consumption patterns and gamification. The main objectives of this research was to provide a modified pattern of purchasing and consuming bread through persuading the families. This study was done by simulated gamification patterns and assessment of participants’ feedback. The data was collected through literature review and interviews from a sample consisting of 25 students in the primary school.
Keywords:
Behavior modification; Consumption pattern; Gamification; Persuasive design

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