Positive feedback or indifference? Investigating the impact of gamification strategy on patient gift-giving behaviour in E-consultations

In the context of gamification strategy, online health communities (OHCs) have introduced patient feedback mechanisms, enabling patients to contribute to doctors’ success in gamified systems by offering gifts. However, the impact of doctors’ performance in online services on patients’ gift-giving behaviour and the underlying mechanisms driving this impact are relatively under-explored. Based on the expectancy violations theory, this study constructed a research model to examine how doctors’ e-consultation performance and the progress bar influence patients’ gift-giving behaviour and investigated the moderating role of the progress bar. Using the data collected from an OHC, the proposed hypotheses were empirically tested through regression analysis. The empirical results showed that doctors’ performance—both instrumental and socio-emotional—positively affected patients’ gift-giving behaviour, whereas the length of the progress bar had a negative effect. The progress bar strengthened the effect of socio-emotional performance on patients’ gift-giving behaviour, but its interaction with instrumental performance was not statistically significant. Theoretically, this study extends EVT by demonstrating how publicly visible gamification cues systematically elevate observers’ baseline expectations, thereby compressing positive violation magnitudes. The findings offer valuable insights for OHC designers and managers to optimise gamification design in order to enhance doctors’ online services.

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Publication Details

Journal
Humanities and Social Sciences Communications
Published
2026-05-08
DOI
https://doi.org/10.1057/s41599-026-07479-3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Positive feedback or indifference? Investigating the impact of gamification strategy on patient gift-giving behaviour in E-consultations

Dongxiao Gu, Xuejie Yang, Qihui Wu, Changyong Liang et al.
Humanities and Social Sciences Communications
Educational Games and Gamification
article

Positive feedback or indifference? Investigating the impact of gamification strategy on patient gift-giving behaviour in E-consultations

Dongxiao Gu, Xuejie Yang, Qihui Wu, Changyong Liang, Xiaoyu Wang
article en

Abstract

In the context of gamification strategy, online health communities (OHCs) have introduced patient feedback mechanisms, enabling patients to contribute to doctors’ success in gamified systems by offering gifts. However, the impact of doctors’ performance in online services on patients’ gift-giving behaviour and the underlying mechanisms driving this impact are relatively under-explored. Based on the expectancy violations theory, this study constructed a research model to examine how doctors’ e-consultation performance and the progress bar influence patients’ gift-giving behaviour and investigated the moderating role of the progress bar. Using the data collected from an OHC, the proposed hypotheses were empirically tested through regression analysis. The empirical results showed that doctors’ performance—both instrumental and socio-emotional—positively affected patients’ gift-giving behaviour, whereas the length of the progress bar had a negative effect. The progress bar strengthened the effect of socio-emotional performance on patients’ gift-giving behaviour, but its interaction with instrumental performance was not statistically significant. Theoretically, this study extends EVT by demonstrating how publicly visible gamification cues systematically elevate observers’ baseline expectations, thereby compressing positive violation magnitudes. The findings offer valuable insights for OHC designers and managers to optimise gamification design in order to enhance doctors’ online services.

Humanities and Social Sciences Communications
Ministry of Education Science and Technology (MW), Hefei University of Technology (CN), Anhui University of Traditional Chinese Medicine (CN)
National Natural Science Foundation of China, Natural Science Foundation of Anhui Province, Fundamental Research Funds for the Central Universities
Openalex Percentile: Top 5%
Educational Games and Gamification
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