Rauh, CaterinaCaterinaRauh0000-0002-3258-6590Straubert, ChristianChristianStraubert0000-0003-0342-1524Sucky, EricEricSucky0000-0001-6197-44802024-08-132024-08-132024https://fis.uni-bamberg.de/handle/uniba/96464An increasing number of product returns accompanies growing e-commerce sales, and is a major burden for companies but also for the environment. This paper analyzes the effect of gamification on return motivation (RM) and purchase motivation (PM). Drawing on self-determination theory by Deci & Ryan (1985), we designed a consumer-centric gamification scenario to investigate whether gamification can influence return motivation in terms of sustainability. Furthermore, we elaborate participants’ autonomy (A), competence (C), and relatedness (R) need satisfaction through gamification. A survey-based online experiment with online shoppers from the U.S. (n=973) is analyzed using a structural equation model (SEM). Among other results, we show that gamification has a strong direct effect on return motivation. We conclude that gamification acts as extrinsic motivation. Our results indicate that gamification is a promising tool to sensitize consumers for sustainable online shopping behavior.enge-commercesustainabilityproduct return managementgamificationconsumer behavior650Promoting Sustainable Consumer Behavior in E-commerce : An Empirical Study on the Influence of Gamification on Consumers’ Return Motivationconferenceobjecturn:nbn:de:bvb:473-irb-964649