Game experience as a moderator in gamified online purchasing settings
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F70883521%3A28120%2F21%3A63527259" target="_blank" >RIV/70883521:28120/21:63527259 - isvavai.cz</a>
Výsledek na webu
<a href="https://www.inderscienceonline.com/doi/abs/10.1504/IJLC.2021.116700" target="_blank" >https://www.inderscienceonline.com/doi/abs/10.1504/IJLC.2021.116700</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Game experience as a moderator in gamified online purchasing settings
Popis výsledku v původním jazyce
As online purchasing grows in importance, the interest of enhancing the online purchasing experience also increases. Although considered as ‘a reason to play’, gamification is established as a successful set of activities to motivate and engage end-users, consumers, patients and students. However, limited research has been conducted concerning the impact of game elements on s-commerce purchasing behaviour. Hence, this paper aims to investigate the effect of game elements in user behaviour for consumers who purchase via social media with the relationship being moderated by game experience. For hypotheses testing purposes, this study uses PLS-SEM and independent sample t-test to examine 721 questionnaires gathered via an online survey. The findings reveal that game elements positively and significantly influence user behaviour but the relationship is not moderated by game experience. This confirms that gamification is a concept extending beyond games; and, if designed and applied accurately, it may imbue dull experiences with fun and joy.
Název v anglickém jazyce
Game experience as a moderator in gamified online purchasing settings
Popis výsledku anglicky
As online purchasing grows in importance, the interest of enhancing the online purchasing experience also increases. Although considered as ‘a reason to play’, gamification is established as a successful set of activities to motivate and engage end-users, consumers, patients and students. However, limited research has been conducted concerning the impact of game elements on s-commerce purchasing behaviour. Hence, this paper aims to investigate the effect of game elements in user behaviour for consumers who purchase via social media with the relationship being moderated by game experience. For hypotheses testing purposes, this study uses PLS-SEM and independent sample t-test to examine 721 questionnaires gathered via an online survey. The findings reveal that game elements positively and significantly influence user behaviour but the relationship is not moderated by game experience. This confirms that gamification is a concept extending beyond games; and, if designed and applied accurately, it may imbue dull experiences with fun and joy.
Klasifikace
Druh
J<sub>SC</sub> - Článek v periodiku v databázi SCOPUS
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
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 Learning and Change
ISSN
1740-2875
e-ISSN
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Svazek periodika
13
Číslo periodika v rámci svazku
4-5
Stát vydavatele periodika
CH - Švýcarská konfederace
Počet stran výsledku
19
Strana od-do
399-418
Kód UT WoS článku
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EID výsledku v databázi Scopus
2-s2.0-85111575953