Examining the importance of gamification, social interaction and perceived enjoyment among young female online buyers in India

独创性 心理学 价值(数学) 概念模型 社会化媒体 实证研究 计算机辅助网络访谈 技术接受模型 结构方程建模 概念框架 社会商业 社会心理学 营销 可用性 社会学 计算机科学 业务 万维网 创造力 数学 统计 人机交互 机器学习 数据库 社会科学
作者
Prashant Raman
出处
期刊:Young Consumers: Insight and Ideas for Responsible Marketers [Emerald (MCB UP)]
卷期号:22 (3): 387-412 被引量:72
标识
DOI:10.1108/yc-05-2020-1148
摘要

Purpose The current research has dual motives. Firstly, this study aims to evaluate the effect of gamification on the behavioural intention (BI) of the young female consumers to use online websites for making purchases. Secondly, it examines the role of social interaction and perceived enjoyment (PE) – two antecedents that are considered to have an impact on the female buying behaviour in e-commerce. Design/methodology/approach A model is developed based on the technology acceptance model. The conceptual framework is augmented with additional constructs such as gamification, PE and social interaction. Data from a survey of 898 female respondents from India was collected to assess the proposed framework. The study uses partial least squares structural equation modelling technique to empirically validate the model. Findings Gamification exhibits a favourable influence on BI of young female consumers. Gamification also has a favourable and an indirect influence on BI through social interaction and PE. Although, gamification has a significant influence on perceived usefulness, the latter has no impact on the BI. The BI of using an online shopping website is directly associated with the buying intention. The online retailers need to offer an enjoyable and interactive experience to the female consumers so that the influence of gamification is sustainable. Originality/value The current research enlarges the ambit of gamification in the e-commerce segment, an area where empirical research is sparse. It highlights the significance of social interaction and PE as mediators. To the best of the author’s knowledge, gamification’s influence on female online buying behaviour has never been analysed before and hence different segmentation and marketing strategies are required to cater to their unique needs.

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