Driving Consumer Value Co-creation and Repurchase Intention and e-WOM by Gameful Experience in Gamification

被引:0
作者
Alsaggaf, Hassan [1 ]
机构
[1] King Abdulaziz Univ, Jeddah, Saudi Arabia
来源
HCI IN GAMES, PT I, HCI-GAMES 2023 | 2023年 / 14046卷
关键词
Gamification; Gameful Experience; Customer value Co-creation; Purchase Intention; eWOM; SOCIAL MEDIA; PURCHASE INTENTION; PLS-SEM; ENGAGEMENT; BEHAVIOR; LOYALTY; MOTIVATIONS; TOURISTS; IMPACT; MODEL;
D O I
10.1007/978-3-031-35930-9_14
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
One of the most significant developments at the start of the twenty-first century is gamification. We create a framework for analyzing the effects of gamification, which is one of the most important developments at the turn of the century. The goal of this study is to use gamification to demonstrate a link between consumer value co-creation and purchase intention. The review of the literature includes independent factors (examined gamification), dependent variables (examined purchase intention and e-WOM), mediating variables (customer value co-creation), gamification contexts, and types of studies conducted on gamified systems. The study collects data from consumers, and the empirical findings show that persuasive knowledge and game design are related to self-reference and, as a result, co-creation value, building on the work of Suh et al. (2017). Finally, our findings suggest that gamification has the potential to increase value co-creation and encourage consumer participation. The review's conclusions provide direction for future research as well as the development of gamified systems. This study is unique in that it introduces a brand-new framework to extend the "dynamics" into the incubation and implementation stages while also creating positive electronic word-of-mouth (e-WOM) to achieve the desired results using the quantitative method and primary data.
引用
收藏
页码:205 / 221
页数:17
相关论文
共 65 条
[1]   eWOM, eReferral and gender in the virtual community [J].
Abubakar, Abubakar Mohammed ;
Ilkan, Mustafa ;
Sahin, Pinar .
MARKETING INTELLIGENCE & PLANNING, 2016, 34 (05) :692-710
[2]   Does loyalty span domains? Examining the relationship between consumer loyalty, other loyalties and happiness [J].
Aksoy, Lerzan ;
Keiningham, Timothy L. ;
Buoye, Alexander ;
Lariviere, Bart ;
Williams, Luke ;
Wilson, Ian .
JOURNAL OF BUSINESS RESEARCH, 2015, 68 (12) :2464-2476
[3]   Impact of interactive eReferral on tourists behavioral intentions [J].
Al-Htibat, Ameen ;
Garanti, Zanete .
MARKETING INTELLIGENCE & PLANNING, 2019, 37 (05) :527-541
[4]  
Al-Zyoud M F., 2018, Journal of Business and Retail Management Research, V13, P135
[5]  
Amalgam Insights, 2018, Industry analyst: Failed gamification projects, costing U.S. businesses more than $700 million, can be fixed
[6]  
[Anonymous], 2011, Gartner says by 2015, more than 50 percent of organization that manage innovation processes will gamify those processes
[7]  
[Anonymous], 2014, Transactions of the Digital Games Research Association, DOI [DOI 10.26503/TODIGRA.V1I2.13, 10.26503/todigra.v1i2.13]
[8]  
Belanche D., 2020, J MARK COMMUN, V26, P1, DOI [10.1080/13527266.2019.1610028, DOI 10.1080/13527266.2019.1610028]
[9]   Gamified interactions: whether, when, and how games facilitate self-brand connections [J].
Berger, Axel ;
Schlager, Tobias ;
Sprott, David E. ;
Herrmann, Andreas .
JOURNAL OF THE ACADEMY OF MARKETING SCIENCE, 2018, 46 (04) :652-673
[10]   Customer Engagement: Conceptual Domain, Fundamental Propositions, and Implications for Research [J].
Brodie, Roderick J. ;
Hollebeek, Linda D. ;
Juric, Biljana ;
Ilic, Ana .
JOURNAL OF SERVICE RESEARCH, 2011, 14 (03) :252-271