Gamification and reputation: key determinants of e-commerce usage and repurchase intention

被引:53
作者
Aparicio, Manuela [1 ]
Costa, Carlos J. [2 ]
Moises, Rafael [3 ]
机构
[1] Univ Nova Lisboa, NOVA Informat Management Sch NOVA IMS, Lisbon, Portugal
[2] Univ Lisbon, ISEG Lisbon Sch Econ & Management, ADVANCE CSG, Lisbon, Portugal
[3] Inst Univ Lisboa ISCTE IUL, Lisbon, Portugal
关键词
Gamification; e-commerce; Repurchase intention; Information systems model; INITIAL CONSUMER TRUST; ONLINE TRUST; INFORMATION-TECHNOLOGY; REGRESSION-ANALYSIS; MODERATING ROLE; WEB SITE; MODEL; LOYALTY; IMPACT; SATISFACTION;
D O I
10.1016/j.heliyon.2021.e06383
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Nowadays, companies know that keeping customers engaged is essential to increase their loyalty. The main goal of this study is to understand the impact of gamification and reputation on the intention of repurchase in e-commerce. Gamification corresponds to the regular usage of game elements in non-game context. This study purposes a theoretical model indicating the determinants of repurchase intention. Here we present an empirical study (survey collected data) within a real e-commerce usage context. Data were analysed with SEM/PLS method. Results indicate a positive impact of trust on the intention to use of e-commerce, on buy frequency and on repurchase intention. Ease of use, usefulness of e-commerce platforms affect intension to use. We verified the impact of reputation on trust, as well as the impact of gamification on the effective use of the e-commerce platforms. Results indicate that gamified e-commerce websites determine usage and use positively influences repurchase intention in e-commerce context.
引用
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页数:14
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