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February 22, 2026British Food Journal2 citations

Driving green food consumption values: the impact of gamified branded apps on consumer behaviour

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GRGiuseppe La RagioneSMShiva Sadat MostafaviMRMarcello Risitano

Key Points

  • This research investigates the effect of gamification in branded apps on promoting green food consumption values among consumers.
  • Analyzed data from a structured questionnaire with 680 experienced users of gamified apps.
  • Measured constructs included gameful experience, branded app engagement, and green food consumption values.
  • Employed confirmatory factor analysis and covariance-based structural equation modeling (CB-SEM) for data analysis.
  • Gameful experience significantly enhances perceived playfulness and usefulness.
  • Branded app engagement strongly predicts the internalization of green food consumption values.
  • The model explains 80.6% of the variance in green food consumption values.

Abstract

Purpose This study investigates how gamification embedded in branded apps influences the development of green food consumption values. By examining the mediating roles of perceived Playfulness and perceived Usefulness, the research aims to uncover how digital engagement mechanisms can foster enduring pro-environmental values among consumers in the food sector. Design/methodology/approach A structured questionnaire was administered to 680 participants with prior experience using gamified branded apps and purchasing green food. Measurement constructs included Gameful Experience (GAMEX), Branded App Engagement, Perceived Usefulness, Perceived Playfulness and Green Food Consumption Values. Data were analysed using Confirmatory Factor Analysis and Covariance-Based Structural Equation Modelling (CB-SEM) to test both the measurement and structural models. Findings Results demonstrate that gameful experience significantly impacts perceived Playfulness and perceived Usefulness, which in turn enhance branded app engagement. This engagement strongly predicts the internalisation of values related to green food consumption. The model explains 80.6% of the variance in Green Food Consumption Values, highlighting the central role of branded app engagement as a mediator. These findings confirm the multidimensional influence of gamification on cognitive, affective and behavioural outcomes related to sustainability. Originality/value This research highlights the role of gamified branded apps in shaping lasting green consumption values, extending prior studies focused mainly on short-term behavioural outcomes. It provides empirical evidence for the cognitive-affective pathways through which gamification enhances value-based engagement in the context of sustainable food consumption.

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Cite This Study

Ragione et al. (2026) studied this question.

synapsesocial.com/papers/699a9d50482488d673cd31dahttps://doi.org/10.1108/bfj-06-2025-0806
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