Wu Xiaomei, Santana Silvia
School of Economics and Management, Xiamen University of Technology, Xiamen, China.
Front Psychol. 2022 Jun 9;13:885619. doi: 10.3389/fpsyg.2022.885619. eCollection 2022.
Gamification is a developing trend that can work on customers' motivation and performance in online business areas. Notwithstanding, it is still vigorously debated as there is a continuous conversation inside the gamification community about whether individual gamification elements may really weaken or improve on customers' intrinsic and extrinsic motivations as well as the effect on the consumer's perceived enjoyment and purchase intention. The study uses a questionnaire survey as the research method. A total of 310 questionnaires were distributed, and after the data screening, 302 sets were valid data. The data analysis for this study was analyzed by using SPSS and Smart-PLS. The findings of this study show that intrinsic and extrinsic gaming elements affect consumers' purchase intention in gamification. This study shows how extrinsic gaming elements such as points, badges, feedback and challenges are affecting customers' perceived enjoyment. Furthermore, intrinsic gaming elements such as leaderboards, levels, avatars, and privacy control are affecting customers' perceived enjoyment. It also shows that perceived enjoyment positively affects purchase intention and mediates the relationship between intrinsic and extrinsic gaming elements and purchase intention. Additionally, it shows that promotion focus negatively moderates the relationship between intrinsic elements and perceived enjoyment. This study presents a new research model to explore the effect of extrinsic and intrinsic elements in gamification on purchase intention. The results of this research may help game designers to identify the right design features for the right customers, which has important practical implications for online business development.
游戏化是一种发展趋势,可作用于在线业务领域中客户的积极性和表现。尽管如此,它仍存在激烈争论,因为游戏化社区内部一直在讨论个别游戏化元素是否真的会削弱或提升客户的内在和外在动机,以及对消费者感知乐趣和购买意愿的影响。该研究采用问卷调查作为研究方法。总共发放了310份问卷,经过数据筛选后,有效数据为302组。本研究的数据分析使用了SPSS和Smart-PLS。本研究结果表明,内在和外在游戏元素会影响游戏化情境下消费者的购买意愿。本研究展示了诸如积分、徽章、反馈和挑战等外在游戏元素是如何影响客户的感知乐趣的。此外,诸如排行榜、等级、头像和隐私控制等内在游戏元素也在影响客户的感知乐趣。研究还表明,感知乐趣对购买意愿有积极影响,并在内在和外在游戏元素与购买意愿之间起中介作用。此外,研究表明促进焦点会对内在元素与感知乐趣之间的关系产生负向调节作用。本研究提出了一个新的研究模型,以探讨游戏化中内在和外在元素对购买意愿的影响。本研究结果可能有助于游戏设计师为合适的客户确定合适的设计特征,这对在线业务发展具有重要的实际意义。