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Do gamified elements affect young people’s use behaviour on consumption-related mobile applications?

Edmund Wut (School of Professional Education and Executive Development (SPEED), The Hong Kong Polytechnic University, Hong Kong SAR, China)
Peggy Ng (School of Professional Education and Executive Development (SPEED), The Hong Kong Polytechnic University, Hong Kong SAR, China)
Ka Shing Wilson Leung (School of Professional Education and Executive Development (SPEED), The Hong Kong Polytechnic University, Hong Kong SAR, China)
Daisy Lee (School of Professional Education and Executive Development (SPEED), The Hong Kong Polytechnic University, Hong Kong SAR, China)

Young Consumers

ISSN: 1747-3616

Article publication date: 10 February 2021

Issue publication date: 20 July 2021

1840

Abstract

Purpose

This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications.

Design/methodology/approach

A survey was conducted on 151 young people between the ages of 12 and 25 years.

Findings

The results showed that use behaviour on consumption mobile applications was affected by gamification. Behavioural intention to use was affected by the performance expectancy (PE) and effort expectancy (EE) of mobile application designs. Mobile applications characteristics do not affect behavioural intention to use mobile applications but through the mediator mobile application designs.

Research limitations/implications

This study also proposes mechanisms that explain how mobile apps characteristics affect EE and PE through app designs. Use behaviour is affected by Gamification elements. Affective need and social need link up uses and gratification (U&G) theory and unified theory of acceptance and use of technology (UTAUT)in gamification context. This study confirms the affective need affecting behavioural intention (Thongsri et al., 2018). In this regard, the mechanism between the relationship of affective need and behavioural intention was showed. Affective need through both PE and EE influencing behavioural intention.

Practical implications

Corporations should consider adding gamified elements into consumption-related mobile apps to increasing usage behaviour. Lucky draws, quizzes and games could be built in for mobile apps. Mobile app designs and characteristics could improve user experience by allowing consumers to perform their search and buying processes easily. Mobile app designs will not directly influence “behavioral intention to use” but use behaviour.

Social implications

Practitioners need to look at the problem from technological and customer perspectives. From technological viewpoint, both mobile apps characteristics and design are important in affecting user behaviour. From customer’s perspective, it would be helpful to add gaming elements to the mobile apps and induce emotion. One may also use visual image to create an immersive experience on the development of storyline. Prospective customers might focus on what is going on in the story and pay less attention on its own logic. Thus, simply lucky draw might not have a true effect since player have its own belief working. A suitable story element could have positive effect on mobile apps use behaviour.

Originality/value

This study is one of the first to examine the association between gamification and use behaviour on consumption-related mobile applications. A new framework was proposed by integrating UTAUT model and U&G theory.

Keywords

Citation

Wut, E., Ng, P., Leung, K.S.W. and Lee, D. (2021), "Do gamified elements affect young people’s use behaviour on consumption-related mobile applications?", Young Consumers, Vol. 22 No. 3, pp. 368-386. https://doi.org/10.1108/YC-10-2020-1218

Publisher

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Emerald Publishing Limited

Copyright © 2021, Emerald Publishing Limited

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