The impact of hierarchical privilege levels and non-hierarchical incentives on continued contribution in online Q&A communities: A motivational model of gamification goals

作者:

Highlights:

• We model the impact of gamification goals on knowledge contribution in Q&A sites.

• Econometric analysis validates the motivational role of gamification goals.

• Closeness to the next privilege has a curvilinear relationship with contribution.

• Reputation gains and badges help to maintain continued contribution.

• User reputation diminishes the effects of privilege levels and granted badges.

摘要

Many online question-and-answer (Q&A) communities have tried to motivate knowledge contribution through the implementation of gamification mechanisms. We know little, though, about the effectiveness of specific hierarchical privilege levels (a.k.a. “leveling up”) and non-hierarchical incentives (e.g., independent reputation gains and achievement badges) in promoting knowledge contribution. Drawing on goal-setting theory, expectancy-value theory, and other related theories, this study models how hierarchical privilege levels and non-hierarchical incentives serve as motivational goals stimulating continued knowledge contribution. By analyzing a rich dataset collected from an online Q&A platform, we find that closeness to the next hierarchical privilege level does, indeed, have a curvilinear relationship with continued knowledge contribution. Interestingly, non-hierarchical incentives, including reputation gains and granted badges, help to maintain continued knowledge contribution. Notably, user reputation diminishes the effects of both privilege levels and granted badges on future knowledge contribution. This implies that these gamification mechanisms, while potentially powerful for incentivizing user engagement in knowledge contribution, might not work as effectively for participants with already established reputations in the online community. This research provides theoretical and practical implications for motivating continued user knowledge contribution in online Q&A communities.

论文关键词:Online Q&A communities,Knowledge contribution,Gamification goals,Goal-setting theory,Expectancy-value theory

论文评审过程:Received 19 May 2021, Revised 6 August 2021, Accepted 1 September 2021, Available online 4 September 2021, Version of Record 30 December 2021.

论文官网地址:https://doi.org/10.1016/j.dss.2021.113667