A Study of the Impact of Online Environmental Gamification Applications on the Citizenship Behavior of College Students in Environmental Organizations
DOI:
https://doi.org/10.54097/mkctcs32Keywords:
Online environmental gamification application, College students, Environmental organization citizenship behavior, Cognitive-affective systems theoryAbstract
In the context of the "dual-carbon" goal, the environmental behavior of college students is crucial to the realization of the strategic goal of environmental protection. In this study, we focus on online environmental protection gamification applications, taking Ant Forest as an example, and explore the influence mechanism of Ant Forest on the citizenship behavior of university students' environmental protection organizations based on the learning model and cognitive-emotional system theory. Through literature review, the research questions are clarified, theoretical models are constructed and empirical studies are conducted, aiming to provide theoretical basis and policy suggestions for green education in colleges and universities and motivating college students' environmental protection behaviors. The study found that online environmental gamification applications can significantly promote college students' environmental organizational citizenship behaviors by enhancing the mediating variables of environmental responsibility, efficacy and enthusiasm. Based on this, a series of targeted policy recommendations are proposed for colleges and governments to promote college students' active participation in environmental protection actions.
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