旅游
客户参与度
营销
定性比较分析
背景(考古学)
满足
概念模型
结构方程建模
概念框架
知识管理
业务
心理学
计算机科学
社会学
社会化媒体
机器学习
万维网
政治学
古生物学
生物
法学
社会心理学
数据库
社会科学
作者
Garima Malik,Piyush Sharma,Debasis Pradhan
标识
DOI:10.1177/13567667241268725
摘要
Gamification has become one of the most effective ways to generate customer engagement. However, there needs to be more structured research on the drivers of the adoption and sustained use of gamification in travel and tourism research. Drawing upon the uses and gratifications theory and the technology acceptance model, this research examines the individual motivational drivers for adopting gamification in the context of tourism services. We employed a combination of partial least squares—structural equation modeling and fuzzy set qualitative comparative analysis on the data gathered from 680 users of various online travel agencies. Our findings show that individual motivational dimensions of uses and gratifications significantly influence perceived usefulness and ease of use in gamified marketing activities. Our analysis demonstrates five configurations leading to a high level of adoption of gamified marketing activities. This study extends the use of gamification in the tourism industry, offering insights into enhancing customer motivations for adopting and effectively utilizing game mechanics and dynamics in marketing activities. Furthermore, through a novel framework, this study advances the uses and gratification theory at the intersection of gamification research and tourism literature.
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