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Gamification and reputation

dc.contributor.authorAparicio, Manuela
dc.contributor.authorCosta, Carlos J.
dc.contributor.authorMoises, Rafael
dc.contributor.institutionNOVA Information Management School (NOVA IMS)
dc.contributor.institutionInformation Management Research Center (MagIC) - NOVA Information Management School
dc.contributor.pblElsevier
dc.date.accessioned2021-03-22T23:28:31Z
dc.date.available2021-03-22T23:28:31Z
dc.date.issued2021-03
dc.descriptionAparicio, M., Costa, C. J., & Moises, R. (2021). Gamification and reputation: key determinants of e-commerce usage and repurchase intention. Heliyon, 7(3), [e06383]. https://doi.org/10.1016/j.heliyon.2021.e06383
dc.description.abstractNowadays, companies know that keeping customers engaged is essential to increase their loyalty. The main goal of this study is to understand the impact of gamification and reputation on the intention of repurchase in e-commerce. Gamification corresponds to the regular usage of game elements in non-game context. This study purposes a theoretical model indicating the determinants of repurchase intention. Here we present an empirical study (survey collected data) within a real e-commerce usage context. Data were analysed with SEM/PLS method. Results indicate a positive impact of trust on the intention to use of e-commerce, on buy frequency and on repurchase intention. Ease of use, usefulness of e-commerce platforms affect intension to use. We verified the impact of reputation on trust, as well as the impact of gamification on the effective use of the e-commerce platforms. Results indicate that gamified e-commerce websites determine usage and use positively influences repurchase intention in e-commerce context. Gamification, e-commerce, Repurchase intention, Information systems modelen
dc.description.versionpublishersversion
dc.description.versionpublished
dc.format.extent14
dc.format.extent798936
dc.identifier.doi10.1016/j.heliyon.2021.e06383
dc.identifier.issn2405-8440
dc.identifier.otherPURE: 28791057
dc.identifier.otherPURE UUID: 66eb7f47-8fd0-4a10-8455-82adb87d5878
dc.identifier.otherScopus: 85102308288
dc.identifier.otherORCID: /0000-0003-4261-0344/work/91113016
dc.identifier.otherWOS: 000637211500024
dc.identifier.urihttp://hdl.handle.net/10362/114284
dc.identifier.urlhttps://www.scopus.com/pages/publications/85102308288
dc.identifier.urlhttp://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=Alerting&SrcApp=Alerting&DestApp=WOS_CPL&DestLinkType=FullRecord&UT=WOS:000637211500024
dc.language.isoeng
dc.peerreviewedyes
dc.subjecte-commerce
dc.subjectGamification
dc.subjectInformation systems model
dc.subjectRepurchase intention
dc.subjectGeneral
dc.subjectSDG 8 - Decent Work and Economic Growth
dc.subjectSDG 9 - Industry, Innovation, and Infrastructure
dc.titleGamification and reputationen
dc.title.subtitlekey determinants of e-commerce usage and repurchase intentionen
dc.typejournal article
degois.publication.issue3
degois.publication.titleHeliyon
degois.publication.volume7
dspace.entity.typePublication
rcaap.rightsopenAccess

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