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The Influence of Gamification on Online Consumers’ Attitude and Intention to Purchase Fast Moving Consumer Goods

Author

Listed:
  • Dhahak, Kaouther

    (Istanbul Aydin University)

  • Huseynov, Farid

    (Gebze Technical University)

Abstract

In the world of business, gamification is considered to be a quick-rising technique, with numerous organizations embracing gaming techniques and game-style rewards to grow customer interest and engagement and influence customer’s attitude toward their brands. This study has investigated the factors of gamification influencing online customers' attitudes and intentions to purchase fast moving consumer goods (FMCG). This study presents a research model based on the Technology Acceptance Model (TAM) and previous empirical studies. There are seven factors in this model which are perceived ease of use, perceived usefulness, perceived enjoyment, perceived social influence, perceived trust, attitude and intention. Four out of seven factors are independent variables and attitude is mediator variable in the proposed research model. This study used quantitative research techniques and study data was collected from 200 participants who downloaded the gamified Oreo application, played with the app for certain duration, and later filled the study questionnaire. Collected data were analyzed with confirmatory factor analysis (CFA) and structural equation modeling (SEM) in AMOS statistical software. In this study, it has been found that perceived usefulness, perceived social influence, and perceived enjoyment positively influence attitude. However, it has been found that perceived ease of use does not influence attitude and perceived usefulness does not influence purchase intention. Trust and perceived ease of use have been found to positively influence perceived usefulness yet perceived enjoyment has not been found to influence perceived usefulness.

Suggested Citation

  • Dhahak, Kaouther & Huseynov, Farid, 2020. "The Influence of Gamification on Online Consumers’ Attitude and Intention to Purchase Fast Moving Consumer Goods," Business and Economics Research Journal, Uludag University, Faculty of Economics and Administrative Sciences, vol. 11(3), pages 769-791, July.
  • Handle: RePEc:ris:buecrj:0503
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    Citations

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    Cited by:

    1. Behl, Abhishek & Jayawardena, Nirma & Pereira, Vijay & Islam, Nazrul & Giudice, Manlio Del & Choudrie, Jyoti, 2022. "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
    2. Miao Huang & Mohamad Saifudin Mohamad Saleh & Izzal Asnira Zolkepli, 2023. "The Moderating Effect of Green Advertising on the Relationship between Gamification and Sustainable Consumption Behavior: A Case Study of the Ant Forest Social Media App," Sustainability, MDPI, vol. 15(4), pages 1-15, February.
    3. Wen-Shin Huang & Cheng-Jhen Lee & Han-Shen Chen, 2022. "The Influence of Corporate Social Responsibility on Consumer Purchase Intention toward Environmentally Friendly Sneakers," Sustainability, MDPI, vol. 14(21), pages 1-17, November.

    More about this item

    Keywords

    Gamification; Fast Moving Consumer Goods; Technology Acceptance Model; Brand Attitude; Purchase Intention;
    All these keywords.

    JEL classification:

    • M31 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Marketing and Advertising - - - Marketing
    • O32 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Management of Technological Innovation and R&D
    • Q55 - Agricultural and Natural Resource Economics; Environmental and Ecological Economics - - Environmental Economics - - - Environmental Economics: Technological Innovation

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