The role of gamification, social, hedonic and utilitarian values on e-commerce adoption
Publication year
2023Source
Spanish Journal of Marketing - ESIC, 27, 2, (2023), pp. 158-177ISSN
Annotation
13 januari 2023
Publication type
Article / Letter to editor
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Organization
Marketing
Journal title
Spanish Journal of Marketing - ESIC
Volume
vol. 27
Issue
iss. 2
Languages used
English (eng)
Page start
p. 158
Page end
p. 177
Subject
Institute for Management ResearchAbstract
Purpose
The purpose of this study is to investigate the factors influencing intention to continue using and spreading the word of mouth for e-commerce applications in the gamification context.
Design/methodology/approach
Using primary data from an online questionnaire, 219 users of e-commerce applications who played games on e-commerce platforms were gathered as the sample of the research and analysed using structural equation modelling.
Findings
The results showed that network exposure from gamification significantly influenced social influence, recognition and reciprocal benefit. However, only social influence and utilitarian shaped attitudes, leading to the intention to continue using the e-commerce platform and spread word of mouth. Recognition, reciprocal benefit and hedonic shopping motivation were not found to significantly influence attitude.
Practical implications
This study provides practical recommendations for e-commerce applications in implementing gamification into their platforms.
Originality/value
This study delivers a better understanding of the implementation of gamification in e-commerce by examining the in-game social interactions and the shopping behaviour in e-commerce to continue using the platform and spread the word of mouth about the gamification method.
This item appears in the following Collection(s)
- Academic publications [248471]
- Electronic publications [135728]
- Nijmegen School of Management [18965]
- Open Access publications [108998]
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