PPurpose – the purpose of the current research was to investigate the influence of the experience of players
and no-players on their purchasing behavior in a gamified purchasing setting.
Research methodology – PLS-SEM has been employed to investigate the effect of gaming on consumer behavior and
analyze the data gathered via the questionnaire distributed online.
Findings – unlike studies in different domains, where the positive impact of game experience in a gamified learning
environment and purchasing intention towards gamified products has been highlighted, the results of this research reveal
the irrelevance of game experience in online purchasing behavior.
Research limitations – firstly, no comparison has been made concerning the differences between board-games and
online games. Secondly, the length of time spent playing has not been analyzed. Lastly, the research does not offer any
insight regarding the country, nor compare online and offline buying behavior.
Practical implications – eventually, game experience needlessly impacts the purchasing process in a gamified setting.
Game design, personality, characteristics, cultural background and other attributes of the participants are an important
caveat.
Originality/Value – the research reveals stimulating results for scholars in the field of gamification, game elements,
consumer behavior, and online purchasing