Game mechanics differences for Kosovans social media purchasers
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F70883521%3A28120%2F18%3A63521133" target="_blank" >RIV/70883521:28120/18:63521133 - isvavai.cz</a>
Výsledek na webu
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DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Game mechanics differences for Kosovans social media purchasers
Popis výsledku v původním jazyce
Consumer behaviour in the theoretical aspect has evolved over the years. Moreover, numerous seller have moved from physical retailer to online e-commerce websites or pages on social media. Social media within years have expanded the usage in the commercial world. In the digitization era, where consumers are daily users of technology and social media, gamification has been seen as an innovative engaging and motivating technique. So far, gamification has been employed in different fields such as healthcare, sustainability, government, transportation, education, and so on. Although, gamification appliance in consumer behaviour domain is not that much explored. Furthermore, one of gamification elements is game mechanics, which has been applied for the research purpose. This paper aims to explain the differences between consumers of different age groups and cities in the Republic of Kosovo regarding the game mechanics influence when purchasing via social media. A qualitative approach followed by a non-parametric test, Chi-Square test, has been employed to describe and explain the differences between the groups. This paper contributes to the existing theory of gamification, game mechanics and its impact on social media purchasers.
Název v anglickém jazyce
Game mechanics differences for Kosovans social media purchasers
Popis výsledku anglicky
Consumer behaviour in the theoretical aspect has evolved over the years. Moreover, numerous seller have moved from physical retailer to online e-commerce websites or pages on social media. Social media within years have expanded the usage in the commercial world. In the digitization era, where consumers are daily users of technology and social media, gamification has been seen as an innovative engaging and motivating technique. So far, gamification has been employed in different fields such as healthcare, sustainability, government, transportation, education, and so on. Although, gamification appliance in consumer behaviour domain is not that much explored. Furthermore, one of gamification elements is game mechanics, which has been applied for the research purpose. This paper aims to explain the differences between consumers of different age groups and cities in the Republic of Kosovo regarding the game mechanics influence when purchasing via social media. A qualitative approach followed by a non-parametric test, Chi-Square test, has been employed to describe and explain the differences between the groups. This paper contributes to the existing theory of gamification, game mechanics and its impact on social media purchasers.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
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OECD FORD obor
50204 - Business and management
Návaznosti výsledku
Projekt
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Návaznosti
S - Specificky vyzkum na vysokych skolach<br>I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2018
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Economic and Social Development: 13th International Scientific Conference on Economic and Social Development
ISBN
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ISSN
1849-7535
e-ISSN
neuvedeno
Počet stran výsledku
9
Strana od-do
141-149
Název nakladatele
Varazdin Development and Entrepreneurship Agency
Místo vydání
Berlín
Místo konání akce
Zagreb
Datum konání akce
14. 12. 2018
Typ akce podle státní příslušnosti
EUR - Evropská akce
Kód UT WoS článku
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