Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.11861/7849
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dc.contributor.authorChe, Tongen_US
dc.contributor.authorPeng, Yaoyaoen_US
dc.contributor.authorDr. ZHOU Qiangen_US
dc.contributor.authorDickey, Alissaen_US
dc.contributor.authorLai, Fujunen_US
dc.date.accessioned2023-05-23T02:00:29Z-
dc.date.available2023-05-23T02:00:29Z-
dc.date.issued2023-
dc.identifier.citationElectronic Commerce Research and Applications, 2023, vol. 59, article no. 101268.en_US
dc.identifier.issn1567-4223-
dc.identifier.issn1873-7846-
dc.identifier.urihttp://hdl.handle.net/20.500.11861/7849-
dc.description.abstractGamification design in e-commerce ecosystems has developed rapidly, attracting scholars' and managers' attention. The E-commerce ecosystem includes multiple players, including buyers, sellers and platforms. Therefore, it is important to investigate the impact of platform gamification design on purchase behavior and explore the underlying impact mechanisms. Based on self-determination theory, three types of gamification design features (i.e., goals, personalization, and interaction) were identified and found to produce different motivational incentives among users, which satisfied consumers' needs of competence, autonomy, and socializing. Further, a structural model based on the use and gratification theory is proposed to explain the mechanism underlying the impact of gamification design on consumer purchase behavior. Data were collected and analyzed using Mplus, and theoretical and practical implications were identified.en_US
dc.language.isoenen_US
dc.relation.ispartofElectronic Commerce Research and Applicationsen_US
dc.titleThe impacts of gamification designs on consumer purchase: A use and gratification theory perspectiveen_US
dc.typePeer Reviewed Journal Articleen_US
dc.identifier.doi10.1016/j.elerap.2023.101268-
item.fulltextNo Fulltext-
crisitem.author.deptDepartment of Business Administration-
Appears in Collections:Business Administration - Publication
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