Mind the game you set for better website patronage

被引:4
|
作者
Krishna, Kriti [1 ]
Sivakumaran, Bharadhwaj [2 ]
Maheswarappa, Satish S. [3 ]
Jha, Ankur [4 ]
机构
[1] Indian Inst Management Lucknow, Dept Mkt, Lucknow, India
[2] SRM Univ AP, Paari Sch Business, Amaravati, India
[3] Indian Inst Management Tiruchirappalli, Dept Mkt, Tiruchirappalli, India
[4] Indian Inst Management Ranchi, Dept Mkt, Ranchi, India
关键词
Gamification; Mindsets; Emotions; Hedonic; Utilitarian; GAMIFICATION; DECISION; ORIENTATION; PROMOTION; BENEFITS; DESIGN; IMPACT; SELF; FLOW; CUES;
D O I
10.1108/EJM-04-2021-0247
中图分类号
F [经济];
学科分类号
02 ;
摘要
PurposeThis paper aims to develop a conceptual model to understand how different gamification designs (hedonic and utilitarian) evoke different emotions and impact subsequent patronage intentions for online consumers in different mindsets. Design/methodology/approachThe authors first conducted a content analysis study and then tested the model with two online experiments [both 2 x 2 factorial designs - gamification (hedonic/utilitarian) and mindset (implemental/deliberative), with different utilitarian and hedonic products]. FindingsGamification with hedonic benefits influences website patronage intentions by evoking promotion emotions, while gamification with utilitarian benefits does so by evoking prevention emotions. Gamification with hedonic benefits has a stronger impact on consumers shopping with deliberative mindsets, while gamification with utilitarian benefits works better for those with implemental mindsets. Research limitations/implicationsFuture research may extend the present work by considering other types of gamification. Practical implicationsManagerially, e-tailers may use gamification with hedonic aspects for consumers in deliberative mindsets and utilitarian aspects for those in implemental mindsets. Originality/valueTo the best of the authors' knowledge, this research is the first to draw a link between mindsets and gamification. This research is also the first to operationalize gamification as hedonic and utilitarian based on their design characteristics and to establish emotional consequences as an important link between gamification and user behaviors.
引用
收藏
页码:1560 / 1590
页数:31
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