Exploring the Role of Immersion-Based Gamification in Enhancing Online Consumer Perceived Value and Behavioral Intentions: A Task-Technology Fit Perspective

被引:0
|
作者
Zhang, Lin [1 ]
Shao, Zhen [2 ]
Chen, Bin [2 ]
机构
[1] Northwestern Polytech Univ, Sch Management, Xian, Peoples R China
[2] Harbin Inst Technol, Sch Management, Harbin, Peoples R China
关键词
Gamification; task-technology fit theory; consumer perceived value; consumer behavioral intentions; digital commerce; INFORMATION-SYSTEMS; SELF-EFFICACY; ENGAGEMENT; COMMERCE; MODEL; ANTECEDENTS; PERCEPTIONS; ACCEPTANCE; BENEFITS; ADOPTION;
D O I
10.1080/10447318.2025.2488597
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
How to effectively implement commercial gamification in digital commerce has become crucial in both academic research and marketing practice, with increasing attention directed towards immersion-based gamification. Drawing upon the task-technology fit framework, we developed a theoretical model to examine the joint influences of immersion-based gamification (technology characteristic), game task modularity (task characteristic), and self-efficacy (individual characteristic) on consumer perceived value, which subsequently affect behavioral intentions. We conducted an experimental study to test the research model and found that (1) immersion-based gamification has a significant dominant impact on consumer perceived value, thus facilitating consumer use intention and purchase intention towards gamified systems; (2) the effectiveness of immersion-based gamification depends on game-task modularity and self-efficacy. This study contributes to the human-computer interaction literature and gamification research by theoretically and empirically explicating the interaction influences of gamification, task characteristics, and user characteristics on consumer perceived value and desired consumer behavioral intentions.
引用
收藏
页数:17
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