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Book part
Publication date: 13 December 2023

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Black Males in Secondary and Postsecondary Education
Type: Book
ISBN: 978-1-80455-578-1

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Book part
Publication date: 19 November 2015

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Team Cohesion: Advances in Psychological Theory, Methods and Practice
Type: Book
ISBN: 978-1-78560-283-2

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Book part
Publication date: 2 April 2015

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Leading Small and Mid-Sized Urban School Districts
Type: Book
ISBN: 978-1-78441-818-2

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Book part
Publication date: 17 May 2017

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Developing Leaders for Positive Organizing
Type: Book
ISBN: 978-1-78714-241-1

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Book part
Publication date: 4 August 2017

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Team Dynamics Over Time
Type: Book
ISBN: 978-1-78635-403-7

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Article
Publication date: 14 December 2015

Bridget Penhale and Margaret Flynn

139

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The Journal of Adult Protection, vol. 17 no. 6
Type: Research Article
ISSN: 1466-8203

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Article
Publication date: 1 January 2008

1229

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Management Research News, vol. 31 no. 1
Type: Research Article
ISSN: 0140-9174

Open Access
Article
Publication date: 13 January 2023

Kunthi Afrilinda Kusumawardani, Hanif Adinugroho Widyanto and Jessica Eva Gloria Tambunan

The purpose of this study is to investigate the factors influencing intention to continue using and spreading the word of mouth for e-commerce applications in the gamification…

5728

Abstract

Purpose

The purpose of this study is to investigate the factors influencing intention to continue using and spreading the word of mouth for e-commerce applications in the gamification context.

Design/methodology/approach

Using primary data from an online questionnaire, 219 users of e-commerce applications who played games on e-commerce platforms were gathered as the sample of the research and analysed using structural equation modelling.

Findings

The results showed that network exposure from gamification significantly influenced social influence, recognition and reciprocal benefit. However, only social influence and utilitarian shaped attitudes, leading to the intention to continue using the e-commerce platform and spread word of mouth. Recognition, reciprocal benefit and hedonic shopping motivation were not found to significantly influence attitude.

Practical implications

This study provides practical recommendations for e-commerce applications in implementing gamification into their platforms.

Originality/value

This study delivers a better understanding of the implementation of gamification in e-commerce by examining the in-game social interactions and the shopping behaviour in e-commerce to continue using the platform and spread the word of mouth about the gamification method.

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