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 fi...
The present paper examines gamification and which effects the common game mechanics missions, contes...
Gamification is in its infancy yet is proving to be a useful tool for practitioners in many industri...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
Purpose – As online retailing grows in importance there is increasing interest in the online custome...
Gamification is a diverse application of game elements implemented by firms in various circumstances...
Due to the globalization which generated a towering competitive environment, businesses are seeking ...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
The extensive application of game elements and mechanics has become one of the most frequent marketi...
Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Du...
Gamification recently attracted attention from practitioners and researchers aiming to gain understa...
As social media keeps expanding and alternatives for existing services arise, the need for engaging ...
The mobile marketing application such as gamification has been used among online marketers which hop...
Through the development of digitalization, the use of the Metaverse and the strategy of utilizing ga...
The objective of the article was to identify the impacts of gamification on customers' behaviour. Th...
The present paper examines gamification and which effects the common game mechanics missions, contes...
Gamification is in its infancy yet is proving to be a useful tool for practitioners in many industri...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
Purpose – As online retailing grows in importance there is increasing interest in the online custome...
Gamification is a diverse application of game elements implemented by firms in various circumstances...
Due to the globalization which generated a towering competitive environment, businesses are seeking ...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
The extensive application of game elements and mechanics has become one of the most frequent marketi...
Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Du...
Gamification recently attracted attention from practitioners and researchers aiming to gain understa...
As social media keeps expanding and alternatives for existing services arise, the need for engaging ...
The mobile marketing application such as gamification has been used among online marketers which hop...
Through the development of digitalization, the use of the Metaverse and the strategy of utilizing ga...
The objective of the article was to identify the impacts of gamification on customers' behaviour. Th...
The present paper examines gamification and which effects the common game mechanics missions, contes...
Gamification is in its infancy yet is proving to be a useful tool for practitioners in many industri...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...