Gamification and online impulse buying: The moderating effect of gender and age
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DOI: 10.1016/j.ijinfomgt.2020.102267
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Cited by:
- Dzandu, Michael D. & Hanu, Charles & Amegbe, Hayford, 2022. "Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective," Technological Forecasting and Social Change, Elsevier, vol. 185(C).
- Bitrián, Paula & Buil, Isabel & Catalán, Sara & Merli, Dominik, 2024. "Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours," Journal of Business Research, Elsevier, vol. 179(C).
- Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
- Zafar, Abaid Ullah & Shahzad, Mohsin & Shahzad, Khuram & Appolloni, Andrea & Elgammal, Islam, 2024. "Gamification and sustainable development: Role of gamified learning in sustainable purchasing," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
- Huang, Qianru & Dastane, Omkar & Cham, Tat-Huei & Cheah, Jun-Hwa, 2024. "Is ‘she’ more impulsive (to pleasure) than ‘him’ during livestream e-commerce shopping?," Journal of Retailing and Consumer Services, Elsevier, vol. 78(C).
- Khizar Hayat & Zhang Qingyu, 2024. "The synergistic effects of green innovation strategies on sustainable innovative performance with the mediation of green innovative competitive advantage," Corporate Social Responsibility and Environmental Management, John Wiley & Sons, vol. 31(5), pages 4172-4189, September.
- Jerry Yuwen Shiu & Guohang Wei & Hsiu-Hua Chang, 2023. "Impulse control during the online shopping frenzy in China: the role of consumer inertia," Palgrave Communications, Palgrave Macmillan, vol. 10(1), pages 1-9, December.
- Yi Yong Lee & Chin Lay Gan & Tze Wei Liew, 2023. "Do E-wallets trigger impulse purchases? An analysis of Malaysian Gen-Y and Gen-Z consumers," Journal of Marketing Analytics, Palgrave Macmillan, vol. 11(2), pages 244-261, June.
- Zhang, Xiaoping & Zhang, Shihan, 2024. "Investigating impulse purchases in live streaming e-commerce: A perspective of match-ups," Technological Forecasting and Social Change, Elsevier, vol. 205(C).
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Keywords
Gamification; Impulse buying; Gender; Digital natives; Digital immigrants;All these keywords.
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