The association between gender and occupation in a gamified purchasing environment: perspective from Kosovo and Albania
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F70883521%3A28120%2F21%3A63527258" target="_blank" >RIV/70883521:28120/21:63527258 - isvavai.cz</a>
Výsledek na webu
<a href="https://www.inderscienceonline.com/doi/abs/10.1504/IJEMR.2021.116502" target="_blank" >https://www.inderscienceonline.com/doi/abs/10.1504/IJEMR.2021.116502</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1504/IJEMR.2021.116502" target="_blank" >10.1504/IJEMR.2021.116502</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
The association between gender and occupation in a gamified purchasing environment: perspective from Kosovo and Albania
Popis výsledku v původním jazyce
Gamification is considered as a magic bullet to induce dull experiences with fun and enjoyment. However, understanding the gamification attributes for s-commerce users falls short due to limited empirical research. The purpose of this study is to explore the differences between males and females and employed and unemployed buyers who purchase products and services via s-commerce when game elements are considered. A questionnaire containing 61 questions and was distributed via social platforms. To analyse the gathered data, EFA and Mann-Whitney U test have been employed. The study concludes that for Kosovar s-commerce users employment status is significantly different regarding game mechanics. Regarding gender, out of all game elements, significant differences were found only in aesthetics. On the other hand, no gender and occupation differences have been identified for Albanian s-commerce users. The results of this study are useful for companies which provide products/services focused on gender and employment status.
Název v anglickém jazyce
The association between gender and occupation in a gamified purchasing environment: perspective from Kosovo and Albania
Popis výsledku anglicky
Gamification is considered as a magic bullet to induce dull experiences with fun and enjoyment. However, understanding the gamification attributes for s-commerce users falls short due to limited empirical research. The purpose of this study is to explore the differences between males and females and employed and unemployed buyers who purchase products and services via s-commerce when game elements are considered. A questionnaire containing 61 questions and was distributed via social platforms. To analyse the gathered data, EFA and Mann-Whitney U test have been employed. The study concludes that for Kosovar s-commerce users employment status is significantly different regarding game mechanics. Regarding gender, out of all game elements, significant differences were found only in aesthetics. On the other hand, no gender and occupation differences have been identified for Albanian s-commerce users. The results of this study are useful for companies which provide products/services focused on gender and employment status.
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
2021
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
International Journal of Electronic Marketing and Retailing
ISSN
1741-1025
e-ISSN
—
Svazek periodika
12
Číslo periodika v rámci svazku
3
Stát vydavatele periodika
CH - Švýcarská konfederace
Počet stran výsledku
16
Strana od-do
2015-231
Kód UT WoS článku
—
EID výsledku v databázi Scopus
2-s2.0-85111727265