2024
DOI: 10.1109/tem.2022.3216553
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Improving Inclusivity of Digitalization for Employees in Emerging Countries Using Gamification

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Cited by 7 publications
(3 citation statements)
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“…Most of these models focus on key antecedents to predict adoption intention or behavior. Models that follow this scheme include the Theory of Planned Behavior (TPB) [25] to predict retailer intention/behavior towards the adoption of SRTs used in traditional Indian grocery retail [23], the Technology-Organization-Environment (TOE) [40] to determine the challenges of digital payment adoption from the perspectives of retailers, consumers, and suppliers of traditional Indian retail [20], the Hedonic Motivation System Adoption Model (HMSAM) [26] to measure retail employee adoption intention/behavior [41], and the Technology Readiness Index (TRI) to measure consumers' readiness to adopt self-scanning technology [24].…”
Section: B Theoretical Lensmentioning
confidence: 99%
“…Most of these models focus on key antecedents to predict adoption intention or behavior. Models that follow this scheme include the Theory of Planned Behavior (TPB) [25] to predict retailer intention/behavior towards the adoption of SRTs used in traditional Indian grocery retail [23], the Technology-Organization-Environment (TOE) [40] to determine the challenges of digital payment adoption from the perspectives of retailers, consumers, and suppliers of traditional Indian retail [20], the Hedonic Motivation System Adoption Model (HMSAM) [26] to measure retail employee adoption intention/behavior [41], and the Technology Readiness Index (TRI) to measure consumers' readiness to adopt self-scanning technology [24].…”
Section: B Theoretical Lensmentioning
confidence: 99%
“…Gamification promotes green consumption by providing a fun and engaging way to learn about environmental issues and encouraging individuals to adopt pro-environmental behaviors 57 . Moreover, gamification can help to overcome barriers to green consumption behavior, such as lack of knowledge and awareness, high costs, and inconvenience.…”
Section: Theoretical Foundation and Hypothesis Developmentmentioning
confidence: 99%
“…Although the studies in the literature consist of studies based on hedonic and utilitarian shopping in the light of flow theory (Chang et al, 2014;Ozkara et al, 2017;Sun et al, 2014), as well as gamification contextual studies (Behl et al, 2022;Bitrián et al, 2020;Lavoie & Main, 2019), to the best of our knowledge, previous research has been insufficient to show what kind of behavior change occurs when gamification elements are included in the shopping process. To address this gap in the literature, this study aims to determine what changes occur in consumers' purchasing behavior when gamification elements are included in the shopping process.…”
Section: Introductionmentioning
confidence: 99%