Can gamified e-service quality improve customer value co-creation and relationship quality in e-retailing?

被引:2
作者
Tabaeeian, Reihaneh Alsadat [1 ]
Shafiee, Majid Mohammad [1 ]
Ansari, Azarnoush [1 ]
机构
[1] Univ Isfahan, Dept Management, Esfahan, Iran
关键词
Gamification; E-service quality; Customer value co-creation; Relationship quality; E-retailing; CONSUMER-BRAND RELATIONSHIP; PURCHASE INTENTION; DOMINANT LOGIC; GAMIFICATION; EXPERIENCE; ENGAGEMENT; LOYALTY; PARTICIPATION; BEHAVIORS; SATISFACTION;
D O I
10.1108/IJQSS-08-2023-0120
中图分类号
C93 [管理学];
学科分类号
12 ; 1201 ; 1202 ; 120202 ;
摘要
PurposeThis paper aims to investigate the effect of gamified e-service quality (GE-SQ) on customer value co-creation, relationship quality and purchase intention in e-retailing.Design/methodology/approachA questionnaire was used to collect data from a sample of 549 e-retailing customers who participated in a gamified online service process. A structural equation modeling approach was adopted to analyze the model.FindingsThe empirical evidence confirmed that GE-SQ encouraged customer value co-creation behavior and relationship quality. Customer value co-creation and relationship quality led to higher purchase intention. Also, value co-creation and relationship quality partially mediated the relationship between GE-SQ and purchase intention.Originality/valueThe findings increase our knowledge of GE-SQ and its behavioral consequences. Moreover, the study proposes and validates a theoretical framework based on GE-SQ, value co-creation and customer relationship quality. This study provides insight into using gamification as a practical tool in the e-retailing industry.
引用
收藏
页码:145 / 166
页数:22
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