It’s not all fun and games: gamification in e-commerce on consumers’ impulse buying of retail food products

独创性 促进者 营销 结构方程建模 客户参与度 业务 杂货店购物 广告 脉冲(物理) 心理学 计算机科学 创造力 社会心理学 物理 量子力学 机器学习 万维网 社会化媒体
作者
Su-Kyung Lim,Yao‐Hua Tan,Xiu-Ming Loh,Tat‐Huei Cham,Mun-Yee Ooi,Garry Wei-Han Tan
出处
期刊:British Food Journal [Emerald (MCB UP)]
标识
DOI:10.1108/bfj-04-2024-0361
摘要

Purpose This study aims to look into the role of gamification as an effective marketing tool to engage with consumers and influence purchase behaviours. As there are a plethora of gamified elements, it is crucial to determine which of them can significantly facilitate consumer purchase behaviour. Therefore, a unique stimulus–organism–response (SOR) framework which encompasses four popular gamified elements (i.e. fun, rewards, competition and badges) was employed to investigate consumers’ engagement. Design/methodology/approach An online survey was utilized to collect the data which yielded 307 responses. Subsequently, partial least squares-structural equation modeling (PLS-SEM) was used to analyse the data. Findings Among the gamification elements assessed in this study, fun was revealed to be the strongest facilitating antecedent of shopping engagement. However, reward was revealed to have an insignificant effect on shopping engagement. In addition, it was found that consumers undergo a processual development with regard to their impulse buying of retail food products. More precisely, shopping engagement is a significant facilitator of customer satisfaction which subsequently motivates impulse buying. Originality/value This is among the pioneering studies to provide detailed insights into the effect of different gamified elements on consumer engagement. Furthermore, a number of practical and theoretical implications for the relevant stakeholders were discussed.

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