Gamification recently attracted attention from practitioners and researchers aiming to gain understanding about gamification applicability. According to forecasts of various market research agencies, application of gamification in activities of companies increases and gamification market growth will continue in the future. As gamification is usually focused on customers, it is naturally related to consumer behaviour. However, there is a lack of studies approaching gamification from consumer behaviour perspective. Because gamification is strongly driven by information technologies, the paper seeks to propose an integrated framework for gamification impact on online consumer behaviour. In order to achieve it, the paper explores origins of gamification concept, compares it to similar concepts, proposes gamification definition and provides an overview of the pyramid of key gamification elements: game components, game mechanics, game dynamics. The further paper analyses different models of online consumer behaviour with emphasis on the application of the stimulus-organism-reaction (SOR) model. SOR model is used for characterising online stimulus (company controlled elements) and their impact on online consumer behaviour. In order to develop the framework, interdependencies of approaches of the pyramid of key gamification elements and SOR model are analysed by identifying factors related to the virtual environment, process, and social dimensions.
The growing use of online social networks becomes more attractive for many companies as it presents opportunity to reach consumers. The possibility to access users' data basing on their preferences and interest allow companies target their marketing actions to particular segments. Companies pay high attention to social commerce, which can be defines as "a subset of electronic commerce that involves using social media, online media that supports social interaction, and user contributions to assist in the online buying and selling of products and services" (Yahoo, 2005). Within this context paper seeks to address social commerce acceptance between users in Lithuania identifying various factors affecting attitudes towards this phenomena. The proposed theoretical model for social commerce acceptance is based on technology acceptance and technology resistance theories, SoLoMo theory, theory of technology acceptance identifying key factors affecting consumers' attitude towards social commerce acceptance. The proposed model is validated empirically between Facebook users in Lithuania.
Abstract-Growing ICT role and adaptation implies various attempts to understand what economic benefits ICT bring to private and public sectors. Private sector was deeply analyzes by various researchers; however ICT impact on public sector is not explored in deep. Paper analyzes ICT development preconditions as well as various perspectives towards ICT economic impact evaluation. Considering earlier research paper proposes conceptual ICT impact on private and public sectors assessment model. Index Terms-ICT impact, impact evaluation framework, public sector, business sector.
Platforms are increasingly playing a more important role in companies' activities. Even if companies are not developing their platforms, they need to cope with the opportunities brought by the companies. Platforms phenome is gaining more and more attention as companies such as Google, Amazon, Apple, Microsoft, and others are successfully utilizing platforms for business development. Platform phenomenon is considered a new one and various researchers outline the need for more deep studies of platform role and impact on companies, industries, value systems, and economies. This paper explores platform and business model innovation concepts to understand how the platform can contribute to companies' business models innovations. The paper analyses shift from technical to managerial of platform interpretation, characteristics of the platform, business model and business model concepts and platform business model. The platform business models are analysed through business model innovation perspectivewhat kind of new users are involved in platforms, how platforms can contribute to value proposal development, what benefits platforms brings to companies and how platforms impact companies business model financial aspects. Finally, the reasons why companies fail implement platforms business model are presented as well.
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