Abstract
Retailers are also beginning to explore gamification strategies to provide users with a better experience through gamification elements. Gamified platforms not only bring a large number of active users but also provide users with social interaction, shopping vouchers obtained through playing games, charity events, and participation in promotion activities. These platforms’ games attract customers play games even without a purchase need. If customers can receive better rewards, customers could be encouraged to use the same platform more frequently, and then increase their dependency of the mobile e-commerce platform. Customer can regularly engage with the mobile e-commerce platform for playing games and then cultivate their attachment to the platform. This study develops the research model based on the MDE framework. This study conducted an online survey for data collection. Results derived from the 788 valid returned data support all hypotheses. Gamification increase perceived value, social interaction and achievement, and in turn enhance brand attachment. Personality traits moderates the relationship of gamification and users’ perception of using mobile e-commerce platforms. Theoretical and managerial implications are also listed.
| Original language | English |
|---|---|
| Title of host publication | IEEE International Conference on Industrial Engineering and Engineering Management, IEEM 2024 |
| Publisher | IEEE Computer Society |
| Pages | 913-917 |
| Number of pages | 5 |
| ISBN (Electronic) | 9798350386097 |
| DOIs | |
| State | Published - 2024 |
| Event | 2024 IEEE International Conference on Industrial Engineering and Engineering Management, IEEM 2024 - Bangkok, Thailand Duration: 15 12 2024 → 18 12 2024 |
Publication series
| Name | IEEE International Conference on Industrial Engineering and Engineering Management |
|---|---|
| ISSN (Print) | 2157-3611 |
| ISSN (Electronic) | 2157-362X |
Conference
| Conference | 2024 IEEE International Conference on Industrial Engineering and Engineering Management, IEEM 2024 |
|---|---|
| Country/Territory | Thailand |
| City | Bangkok |
| Period | 15/12/24 → 18/12/24 |
Bibliographical note
Publisher Copyright:© 2024 IEEE.
Keywords
- achievement
- brand attachment
- gamification
- mobile e-commerce platform
- perceived value
- personality traits
- social interaction