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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 |