2021
DOI: 10.1016/j.heliyon.2021.e06383
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Gamification and reputation: key determinants of e-commerce usage and repurchase intention

Abstract: Nowadays, 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 ecommerce. 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 a… Show more

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Cited by 88 publications
(80 citation statements)
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References 95 publications
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“…It denotes the need for customization and essential characteristics like usability, utility, user experience, and ease of learning ( Venkatesh et al., 2003 , 2012 ) for DT adoption, convergent with previous studies ( Baudier et al., 2020 ; Chopdar et al., 2018 ; Kamolsook et al., 2019 ; Khaksar et al., 2021 ; Pillai et al., 2020 ). Similar to the findings, a recent study by Aparicio et al. (2021) shows that usefulness and ease of use are determinants of the e-commerce platforms' use intentions.…”
Section: Discussionsupporting
confidence: 87%
“…It denotes the need for customization and essential characteristics like usability, utility, user experience, and ease of learning ( Venkatesh et al., 2003 , 2012 ) for DT adoption, convergent with previous studies ( Baudier et al., 2020 ; Chopdar et al., 2018 ; Kamolsook et al., 2019 ; Khaksar et al., 2021 ; Pillai et al., 2020 ). Similar to the findings, a recent study by Aparicio et al. (2021) shows that usefulness and ease of use are determinants of the e-commerce platforms' use intentions.…”
Section: Discussionsupporting
confidence: 87%
“…It denotes the need for customization and essential characteristics like usability, utility, user experience, and ease of learning (Venkatesh et al, 2003(Venkatesh et al, , 2012 for DT adoption, convergent with previous studies (Baudier et al, 2020;Chopdar et al, 2018;Kamolsook et al, 2019;Khaksar et al, 2021;Pillai et al, 2020). Similar to the findings, a recent study by Aparicio et al (2021) shows that usefulness and ease of use are determinants of the e-commerce platforms' use intentions. Contrarily, negative results were found between behavioral intentions to ease of use (Çera et al, 2020) and usefulness (Sobti, 2019).…”
Section: Discussionsupporting
confidence: 84%
“…Hubungan daring saja tidaklah cukup sehingga hubungan luring pun juga diperlukan, salah satunya melalui gamifikasi (Kotler et al, 2017). Gamifikasi dipandang dapat meningkatkan brand loyalty, positive word of mouth, (Gabe Zichermann & Cunningham, 2011;Hsu & Chen, 2018), serta pembelian kembali (Aparicio, Costa, & Moises, 2021;Chrisnathaniel, Hartini, & Rahayu, 2021).…”
Section: Pendahuluanunclassified