| 英文摘要 |
This study investigates how gamification marketing-specifically Dcard's achievement badge system featuring non-material and externally visible rewards-affects user's engagement behavior. Grounded in Self-Determination Theory and Flow Theory, this research incorporates a multiple mediation model to examine the psychological mechanisms driving user responses. Key mediators include the need for relatedness, need for competence, and escapism. Data were collected from 611 Dcard users and analyzed using structural equation modeling (SEM), with indirect effects assessed through the PRODCLIN2 method for multiple mediation comparisons. Findings indicate that: (1) Both non-reward and explicit reward mechanisms significantly influence user engagement. (2) Gamification marketing impacts user behavior via the mediating effects of need for relatedness, need for competence, and escapism. (3) The escapism pathway is most strongly influenced by relationships and rewards; (4) The need for competence pathway is primarily driven by competition and fun. (5) When both relationships/rewards and competition/fun are considered simultaneously, they significantly affect both need for relatedness and need for competence. However, only relational and reward-based mechanisms have a notable impact on escapism, while competition and fun yield marginal effects. Theoretical contributions and practical implications for gamified platform design are discussed. |