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Game experience as a moderator in gamified online purchasing settings

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dc.title Game experience as a moderator in gamified online purchasing settings en
dc.contributor.author Haziri, Fortesa
dc.contributor.author Shabani, Lulzim
dc.contributor.author Chovancová, Miloslava
dc.relation.ispartof International Journal of Learning and Change
dc.identifier.issn 1740-2875 Scopus Sources, Sherpa/RoMEO, JCR
dc.date.issued 2021
utb.relation.volume 13
utb.relation.issue 4-5
dc.citation.spage 399
dc.citation.epage 418
dc.type article
dc.language.iso en
dc.publisher Inderscience Publishers
dc.identifier.doi 10.1504/IJLC.2021.116700
dc.relation.uri https://www.inderscienceonline.com/doi/abs/10.1504/IJLC.2021.116700
dc.subject aesthetics en
dc.subject developing countries en
dc.subject game dynamics en
dc.subject game experience en
dc.subject game mechanics en
dc.subject gamification en
dc.subject MDA framework en
dc.subject purchase en
dc.subject s-commerce en
dc.subject social media en
dc.description.abstract 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. Copyright © 2021 Inderscience Enterprises Ltd. en
utb.faculty Faculty of Management and Economics
dc.identifier.uri http://hdl.handle.net/10563/1010484
utb.identifier.obdid 43882358
utb.identifier.scopus 2-s2.0-85111575953
utb.source j-scopus
dc.date.accessioned 2021-08-17T07:36:52Z
dc.date.available 2021-08-17T07:36:52Z
utb.ou Department of Management and Marketing
utb.contributor.internalauthor Haziri, Fortesa
utb.contributor.internalauthor Chovancová, Miloslava
utb.fulltext.affiliation Fortesa Haziri* Department of Management and Marketing, Faculty of Management and Economics,Tomas Bata University in Zlin,Zlin, Czech Republic | Email: haziri@utb.cz *Corresponding author Lulzim Shabani Department of Management and Informatics, Faculty of Economy, AAB College in Prishtinë Prishtinë, Republic of Kosovo | Email: lulzim.shabani@universitetiaab.com Miloslava Chovancová Department of Management and Marketing, Faculty of Management and Economics, Tomas Bata University in Zlin, Zlin, Czech Republic | Email: chovancova@utb.cz
utb.fulltext.dates -
utb.fulltext.sponsorship The authors are thankful for the financial support provided by the Internal Grant Agency of Tomas Bata University in Zlin, no. IGA/FaME/2018/2020: Consumer behaviour changes and entrepreneurship for market development through digitisation.
utb.scopus.affiliation Department of Management and Marketing, Faculty of Management and Economics, Tomas Bata University in Zlin, Zlin, Czech Republic; Department of Management and Informatics, Faculty of Economy, AAB College in Prishtinë, Prishtinë, Serbia
utb.fulltext.projects IGA/FaME/2018/2020
utb.fulltext.faculty Faculty of Management and Economics
utb.fulltext.ou Department of Management and Marketing
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