客户参与度
结构方程建模
业务
营销
金融服务
客户服务
服务(商务)
用户参与度
测量数据收集
第三产业
心理学
计算机科学
社会化媒体
财务
万维网
机器学习
统计
数学
作者
Ali Raza,Sana Rehmat,Muhammad Ishtiaq Ishaq,Narjes Haj‐Salem,Qurat‐ul‐ain Talpur
摘要
Abstract The purpose of this research is twofold: (1) to examine the impact of gamification on user experiences, customer engagement, and purchase intentions in the financial industry and (2) to examine how immediate rewards vs. delayed rewards prompt different consumer behaviors in Pakistan's mobile banking (m‐banking) industry. The data for study 1 was collected from 340 m‐banking customers using a structured, survey‐based questionnaire, while study 2 collected data from 161 customers using an experimental‐based study. The structural equation modeling results show that gamification elements are positively related to user experiences and customer engagement, and customer engagement mediates the relationship between gamification and purchase intentions. Moreover, the results of the experimental‐based study show that immediate rewards more strongly influence user experiences, customer engagement, and purchase intentions. For theoretical implications, this study extends the scant literature on gamification in the m‐banking industry. For managerial implications, this research highlights the essential elements of gamification to increase customer engagement and purchase intentions in the m‐banking sector.
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