| Literature DB >> 33329236 |
Yan Xu1, Zhong Chen2, Michael Yao-Ping Peng3, Muhammad Khalid Anser4.
Abstract
The application of game elements of gamification in online shopping is attracting interest from researchers and practitioners. However, it remains unclear how gamification affects and improves consumer purchase intention on online shopping platforms, which still leaves a gap in our knowledge. To narrow this theoretical gap, a theoretical model has been built in this study. This model adopts cognitive evaluation theory to explain the impact of gamification elements on consumer purchase intention. Data was collected from 322 online shopping consumers who used a flash game to test their purchase intention after playing games. The results show that game rewards, absorption and autonomy of gamification positively enhance sense of enjoyment, and that it helps people meet their psychological needs, which ultimately affects the online purchase intention of consumers. This study is helpful in analyzing the factors involved in the successful introduction of gamification on online shopping platforms in more detail.Entities:
Keywords: cognitive evaluation theory; consumer enjoyment; game dynamics; gamification; online shopping
Year: 2020 PMID: 33329236 PMCID: PMC7719710 DOI: 10.3389/fpsyg.2020.581200
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Definitions of variables in gamification.
| Game dynamics | Game elements | Description |
| Rewards | Points, levels, virtual gifts | Consumers earn points as a reward by completing pre-assigned tasks. Points are a game element of gamification, which induces consumers to strive for more rewards. Levels create a dynamic that encourages consumers to make efforts to improve their status through achieving predefined goals or reaching milestones of gamification. Emblems or loots indicate the valuable activities of a person, thus motivating players to obtain tangible rewards and then show their achievements ( |
| Competition | Points, levels, leaderboard | Leaderboard offers consumers the opportunity to compare and compete with others. Consumers attempt to get more points in an activity, reach a higher level, and earn more emblems and loots ( |
| Autonomy | Decision, judgment, sharing behavior | Autonomy defines the extent to which an individual can control and determine the consequences of his/her behaviors. In general, human beings fight for as much autonomy as possible. Competence refers to having goals and relevant skills to achieve them ( |
| Absorption | Spending time, control | Consumers indulge in the process of gamification and even forget themselves. A typical example is the consumer’s emotion towards a game when he/she is deeply involved in the game ( |
FIGURE 1Research model.
Descriptive statistics.
| Characteristic | Scale (%) | |
| Gender | Male | 146 (45.3%) |
| Female | 176 (54.7%) | |
| Age | 20-29 | 113 (35%) |
| 30-39 | 78 (24.2%) | |
| 40-49 | 71 (22.1%) | |
| ≥50 | 60 (18.7%) | |
| Education level (completed) | High school or below | 59 (18.2%) |
| College | 171 (53.2%) | |
| Graduate school or above | 92 (28.6%) | |
| Occupation | Public servant | 31 (9.6%) |
| Manufacturing | 20 (6.2%) | |
| Business | 93 (28.9) | |
| Professional | 19 (5.9%) | |
| Unemployed (e.g., student, retired, housewife) | 159 (49.4%) | |
| Total | 322 | |
Measurement items.
| Construct | Measurement items | References | Factor loadings | |
| Reward | When playing Stackopolis | |||
| (1) Awards increases my involvement in the game | 0.94 | 25.40 | ||
| (2) I try to get more points as a reward for my activities. | 0.93 | 77.29 | ||
| (3) I try to have a higher status as a reward for my activities. | 0.94 | 84.83 | ||
| (4) I try to get more badges or loots as a reward for my activities. | 0.82 | 101.88 | ||
| Competition | When playing Stackopolis | |||
| (1) I am facing intense competition. | 0.84 | 30.11 | ||
| (2) Activities of other participants are threats to me | 0.85 | 31.93 | ||
| (3) Competition among participants is fierce. | 0.85 | 28.67 | ||
| (4) Competition increases my participation in the game | 0.83 | 50.14 | ||
| Absorption | When playing Stackopolis | |||
| (1) I forget everything else around me. | 0.88 | 46.82 | ||
| (2) Time flies. | 0.87 | 41.42 | ||
| (3) I am immersed. | 0.90 | 52.07 | ||
| (4) It is difficult to detach myself from the website. | 0.89 | 43.52 | ||
| Autonomy (AUT) | When playing Stackopolis | |||
| (1) I feel free to decide what to do for myself. | 0.85 | 24.60 | ||
| (2) I feel that my choices are based on my true interests and values. | 0.85 | 23.15 | ||
| (3) I feel free to do things on my own way. | 0.90 | 42.12 | ||
| Enjoyment (ENJ) | Stackopolis is | |||
| (1) interesting. | 0.89 | 51.03 | ||
| (2) exciting. | 0.93 | 97.29 | ||
| (3) fun. | 0.82 | 35.28 | ||
| Online Purchase intention | After the game, | |||
| (1) I bought goods or VIP services on the website. | 0.87 | 36.42 | ||
| (2) I intend to pay for some goods or VIP services. | 0.90 | 57.18 | ||
| (3) I am able to buy goods or VIP services with the acquired red packet. | 0.81 | 31.54 | ||
| (4) I will recommend others to buy goods or VIP services. | 0.67 | 12.33 |
Validity and correlation of constructs.
| α | CR | AVE | 1 | 2 | 3 | 4 | 5 | 6 | |
| (1) Absorption | 0.906 | 0.934 | 0.779 | ||||||
| (2) Autonomy | 0.839 | 0.902 | 0.754 | 0.008** | |||||
| (3) Competition | 0.875 | 0.907 | 0.709 | 0.487** | 0.095** | 0.842 | |||
| (4) Enjoyment | 0.849 | 0.909 | 0.770 | 0.522** | 0.267** | 0.476** | |||
| (5) Purchase intention | 0.836 | 0.886 | 0.663 | 0.413** | 0.298** | 0.498** | 0.455** | ||
| (6) Rewards | 0.928 | 0.949 | 0.822 | 0.351** | 0.167** | 0.678** | 0.416** | 0.529** |
Discriminant validity: Heterotrsait–monotrait (HTMT).
| 1 | 2 | 3 | 4 | 5 | 6 | |
| (1) Online Purchase Intention | ||||||
| (2) Enjoyment | 0.493 | |||||
| (3) Autonomy | 0.360 | 0.306 | ||||
| (4) Rewards | 0.610 | 0.461 | 0.178 | |||
| (5) Absorption | 0.452 | 0.584 | 0.059 | 0.373 | ||
| (6) Competition | 0.528 | 0.485 | 0.100 | 0.746 | 0.528 |
FIGURE 2The results of PLS-SEM (*** if p < 0.001).
Results of the paths.
| Hypotheses | Std. β | Significance CI (2.50%-97.5%) | VIF | ||
| H1: Enjoyment→ Online Purchase Intention | 0.870*** | 8.349 | (0.634∼0.934) | 1.000 | 0.261 |
| H2: Autonomy→ Enjoyment | 0.240*** | 5.742 | (0.149∼0.309) | 1.032 | 0.084 |
| H3: Rewards→ Enjoyment | 0.270*** | 4.376 | (0.114∼0.378) | 1.892 | 0.012 |
| H4: Absorption→ Enjoyment | 0.350*** | 6.789 | (0.273∼0.508) | 1.316 | 0.191 |
| H5: Competition→ Enjoyment | 0.070*** | 1.166 | (0.068∼0.309) | 2.132 | 0.027 |