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DC Field | Value | Language |
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dc.contributor.author | Kaur, Jaspreet | - |
dc.date.accessioned | 2024-09-11T08:10:07Z | - |
dc.date.available | 2024-09-11T08:10:07Z | - |
dc.date.issued | 2023-08 | - |
dc.identifier.uri | https://dl.acm.org/doi/abs/10.4018/JGIM.317216 | - |
dc.identifier.uri | http://localhost:8080/xmlui/handle/123456789/523 | - |
dc.description.abstract | The purpose of this manuscript is to understand how the elements of the game apps impact the intention of purchase of a consumer with the mediating effect of perceived enjoyment, hedonic value, and social interaction to derive benefits designed in terms of marketing strategies. Quantitative data obtained from the non-probability sampling via a standardized questionnaire in the design of exploratory analysis was done to examine the effect of gamification on behaviour intention by adopting mechanic-dynamics-aesthetics (MDA) framework. The findings of the research indicated that fun as a sub-element of mobile gamification can significantly affect social interaction, and storytelling has a significant impact on perceived enjoyment. The study identifies perceived enjoyment as an important antecedent of consumer intention to involve gamification. This provides managers and developers to focus on dynamics, mechanics, and proper feedback systems with the emergence of new technologies. | en_US |
dc.language.iso | en_US | en_US |
dc.publisher | Journal of Global Information Management | en_US |
dc.title | Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers | en_US |
dc.type | Article | en_US |
Appears in Collections: | VSBS |
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Journal of Global Information Management.jpg | 13.66 kB | JPEG | View/Open |
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