2020
DOI: 10.1016/j.dss.2019.113167
|View full text |Cite
|
Sign up to set email alerts
|

Gamification and online consumer decisions: Is the game over?

Abstract: Consumption can be more than just a necessity; it can become a leisure activity. With the emergence of e-commerce and social media, products and services are just one click away; a trend that is further driven by gamified systems. This research aims to systematically analyze the most relevant academic literature on gamification, to establish if it influences online consumer decisions and, if so, which elements, mechanisms, and theories can explain it. After a thorough search from Web of Science and Scopus data… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
2

Citation Types

3
115
0
4

Year Published

2020
2020
2023
2023

Publication Types

Select...
4
3

Relationship

0
7

Authors

Journals

citations
Cited by 159 publications
(122 citation statements)
references
References 88 publications
(116 reference statements)
3
115
0
4
Order By: Relevance
“…Some scholars have suggested conducting a survey on specified gamification design elements, so as to improve the design and obtain the benefits of gamification (Kim and Johnson, 2016;Mitchell et al, 2020;Mullins and Sabherwal, 2020). Thus, it is quite important to analyze the use of gamification business applications to understand the impact of gamification and social cognition on e-commerce success (Wakefield et al, 2011;Tobon et al, 2020;Xi and Hamari, 2020). According to CET, increasing all aspects of value can enhance more customers' experience of enjoyment and ultimately promote online consumer behavior.…”
Section: Gamificationmentioning
confidence: 99%
See 3 more Smart Citations
“…Some scholars have suggested conducting a survey on specified gamification design elements, so as to improve the design and obtain the benefits of gamification (Kim and Johnson, 2016;Mitchell et al, 2020;Mullins and Sabherwal, 2020). Thus, it is quite important to analyze the use of gamification business applications to understand the impact of gamification and social cognition on e-commerce success (Wakefield et al, 2011;Tobon et al, 2020;Xi and Hamari, 2020). According to CET, increasing all aspects of value can enhance more customers' experience of enjoyment and ultimately promote online consumer behavior.…”
Section: Gamificationmentioning
confidence: 99%
“…For example, people who shop online because they enjoy looking over new things and expanding their consumer knowledge are intrinsically motivated to be there. However, some scholars agree that the intrinsic motivation factor is more important than extrinsic motivation and has a greater impact on consumer behavior (Reiss, 2004;Deterding et al, 2011;Tobon et al, 2020).…”
Section: Gamificationmentioning
confidence: 99%
See 2 more Smart Citations
“…Gamification, which is usually delivered through technology such as apps, falls into this class of approaches. Gamification is the use of game elements and design in non-game contexts to promote behavioural change [35], the tracking of individual behaviours, and the provision of visual feedback on progress in the game [36]. The gamification intervention in our study consisted of a simple online educational trivia-based game with facts and strategies to help participants learn to reduce food waste.…”
Section: Introductionmentioning
confidence: 99%