How gamification affects online shopping behavior: An approach with youngsters (aged 16 - 30)

被引:4
作者
Minh, Dinh Tien [1 ]
Oanh, Le Vu Lan [1 ,2 ,3 ]
Quynh, Nguyen Diem [2 ]
机构
[1] Univ Econ Ho Chi Minh City, Sch Int Business & Mkt, Ho Chi Minh City, Vietnam
[2] Van Lang Univ, Commerce Fac, Ho Chi Minh City, Vietnam
[3] Van Lang Univ, Co Giang Ward, 45 Nguyen Khac Nhu,Dist 1, Ho Chi Minh City 700000, Vietnam
来源
COGENT BUSINESS & MANAGEMENT | 2023年 / 10卷 / 03期
关键词
online shopping behavior; gamification; e-marketing; customer behavior; USER ACCEPTANCE; TECHNOLOGY; ENGAGEMENT;
D O I
10.1080/23311975.2023.2256076
中图分类号
F [经济];
学科分类号
02 ;
摘要
Online shopping has grown in popularity over the past few years, particularly in the context of COVID-19. Gamification is also progressively emerging as an ideal means to boost motivation and encourage community engagement. This study attempts to identify the variables influencing young Vietnamese people's willingness to adopt gamification and its impact on their buying habits in order to suggest practical solutions for business marketing initiatives. The study uses a quantitative research approach with simple random sampling (n = 230). The number of valid samples officially included in the study is 288 as a consequence of the survey results. The results suggest that the following elements significantly impact the intention to adopt gamification: favorable circumstances, effort expectations, social influence, and performance expectations. These have a 54.1 percent impact on gamification acceptance intent and a 29.6 percent impact on online shopping behavior. Finally, the study's findings are used to make various suggestions to improve gamification's effectiveness in marketing activities.
引用
收藏
页数:13
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