The Impact of Gamification on Slovenian Consumers' Online Shopping

被引:0
作者
Faganel, Armand [1 ]
Pacaric, Filip
Riznar, Igor [1 ]
机构
[1] Univ Primorska, Fac Management, Koper 6000, Slovenia
关键词
gamification; online shopping; purchase decision-making; Slovenia; consumers; shopping process; MODEL; USER; SATISFACTION; MOTIVATION; BEHAVIOR;
D O I
10.3390/admsci14050086
中图分类号
C93 [管理学];
学科分类号
12 ; 1201 ; 1202 ; 120202 ;
摘要
Gamification involves integrating game mechanics into non-game environments such as business intranets, online communities, websites, and learning management systems to boost participation. Its aim is to actively engage employees, customers, and other stakeholders, fostering collaboration, sharing, and interaction. Gamification is a relatively unfamiliar term in Slovenia. The objective of this study is to investigate the influence of gamification on Slovenian consumers, specifically how it affects the online shopping process and user engagement during purchases. To test the hypotheses, we used appropriate statistical tools: chi-square, Friedman, and Wilcoxon tests. The findings indicate that gamification's strongest influence is not on the post-purchase evaluation phase but rather on the alternative evaluation phase. It is interesting that highly rated reviewers significantly influence product purchases in online stores, while consumers are unwilling to increase their spending on online purchases in exchange for gamification-related benefits.
引用
收藏
页数:22
相关论文
共 89 条
[51]   Do online reviews still matter post-purchase? [J].
Liu Hongfei ;
Jayawardhena, Chanaka ;
Osburg, Victoria-Sophie ;
Babu, Mujahid Mohiuddin .
INTERNET RESEARCH, 2020, 30 (01) :109-139
[52]  
Malone T.W., 1980, Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems - SIGSMALL '80, P162, DOI DOI 10.1145/800088.802839
[53]  
Markopoulos AP, 2015, INT J MECH ENG EDUC, V43, P118, DOI [10.1177/0306419015591324, 10.1177/0306419015591324, DOI 10.1177/0306419015591324]
[54]  
Mason A, 2020, Journal of Customer Behaviour, DOI [10.1362/147539220x16003502334181, 10.1362/147539220x16003502334181, DOI 10.1362/147539220X16003502334181, 10.1362/147539220X16003502334181]
[55]  
Mastercard, Masterindex-Placilne Kartice v casu COVID-19 Prevzele Prevlado nad Gotovino
[56]  
Meta, 2021, How AI Makes Online Shopping Easier for Everyone
[57]  
Milka Bizovicar, 2012, Trgovskih Sredisc smo nad Povprecjem EU
[58]  
Ministry of Economic Development and Technology of the Republic of Slovenia Vlada Republike Slovenije je Sprejela Strategijo Digitalne Transformacije Gospodarstva, 2022, About us
[59]  
Musek J., 2001, Psihologija
[60]  
Nicholson S., 2015, GAMIFICATION ED BUSI, P1, DOI [DOI 10.1007/978-3-319-10208-5_1, 10.1007/978-3-319-10208-5_1, 10.1007/978-3-319-10208-51, DOI 10.1007/978-3-319-10208-51]