Game mechanics and aesthetics differences for tangible and intangible goods provided via social media
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F70883521%3A28120%2F19%3A63522689" target="_blank" >RIV/70883521:28120/19:63522689 - isvavai.cz</a>
Výsledek na webu
<a href="https://content.sciendo.com/view/journals/mmcks/14/2/article-p176.xml" target="_blank" >https://content.sciendo.com/view/journals/mmcks/14/2/article-p176.xml</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.2478/mmcks-2019-0012" target="_blank" >10.2478/mmcks-2019-0012</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Game mechanics and aesthetics differences for tangible and intangible goods provided via social media
Popis výsledku v původním jazyce
Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, end-users in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It’s been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders.
Název v anglickém jazyce
Game mechanics and aesthetics differences for tangible and intangible goods provided via social media
Popis výsledku anglicky
Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, end-users in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It’s been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders.
Klasifikace
Druh
J<sub>SC</sub> - Článek v periodiku v databázi SCOPUS
CEP obor
—
OECD FORD obor
50204 - Business and management
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2019
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Management and Marketing
ISSN
1842-0206
e-ISSN
—
Svazek periodika
14
Číslo periodika v rámci svazku
2
Stát vydavatele periodika
RO - Rumunsko
Počet stran výsledku
11
Strana od-do
176-187
Kód UT WoS článku
—
EID výsledku v databázi Scopus
2-s2.0-85068766625