Gamification and reputation: key determinants of e-commerce usage and repurchase intention.

Gamification and reputation: key determinants of e-commerce usage and repurchase intention.
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游戏化和声誉:电子商务使用和复购意向的关键决定因素。

DOI:
10.1016/j.heliyon.2021.e06383
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发表时间:
2021-03
期刊:
影响因子:
4
通讯作者:
Moises R
Moises R
中科院分区:
综合性期刊4区
文献类型:
--
作者:
Aparicio M;Costa CJ;Moises R

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如今,公司知道保持客户参与对于提高他们的忠诚度至关重要。本研究的主要目的是了解电子商务中游戏化和声誉对回购意愿的影响。游戏化对应于在非游戏环境中对游戏元素的常规使用。本研究的目的是建立一个理论模型来说明影响再购买意愿的因素。在这里,我们提出了一个实证研究(调查收集的数据)在一个真实的电子商务的使用情况。数据分析采用SEM/PLS方法。结果表明,信任的电子商务使用的意图,购买频率和回购意向的积极影响。电子商务平台的易用性、有用性影响使用意向。我们验证了声誉对信任的影响,以及游戏化对电子商务平台有效使用的影响。结果表明,游戏化的电子商务网站决定使用和使用积极影响电子商务环境中的重购意向。游戏化,电子商务,再购买意愿,信息系统模型
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 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 model
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