TY - JOUR
T1 - Gamification and reputation
T2 - key determinants of e-commerce usage and repurchase intention
AU - Aparicio, Manuela
AU - Costa, Carlos J.
AU - Moises, Rafael
N1 - Aparicio, M., Costa, C. J., & Moises, R. (2021). Gamification and reputation: key determinants of e-commerce usage and repurchase intention. Heliyon, 7(3), [e06383]. https://doi.org/10.1016/j.heliyon.2021.e06383
PY - 2021/3
Y1 - 2021/3
N2 - Nowadays, companies know that keeping customers engaged is essential to increase their loyalty. The main goal of this study is to understand the impact of gamification and reputation on the intention of repurchase in e-commerce. Gamification corresponds to the regular usage of game elements in non-game context. This study purposes a theoretical model indicating the determinants of repurchase intention. Here we present an empirical study (survey collected data) within a real e-commerce usage context. Data were analysed with SEM/PLS method. Results indicate a positive impact of trust on the intention to use of e-commerce, on buy frequency and on repurchase intention. Ease of use, usefulness of e-commerce platforms affect intension to use. We verified the impact of reputation on trust, as well as the impact of gamification on the effective use of the e-commerce platforms. Results indicate that gamified e-commerce websites determine usage and use positively influences repurchase intention in e-commerce context. Gamification, e-commerce, Repurchase intention, Information systems model
AB - Nowadays, companies know that keeping customers engaged is essential to increase their loyalty. The main goal of this study is to understand the impact of gamification and reputation on the intention of repurchase in e-commerce. Gamification corresponds to the regular usage of game elements in non-game context. This study purposes a theoretical model indicating the determinants of repurchase intention. Here we present an empirical study (survey collected data) within a real e-commerce usage context. Data were analysed with SEM/PLS method. Results indicate a positive impact of trust on the intention to use of e-commerce, on buy frequency and on repurchase intention. Ease of use, usefulness of e-commerce platforms affect intension to use. We verified the impact of reputation on trust, as well as the impact of gamification on the effective use of the e-commerce platforms. Results indicate that gamified e-commerce websites determine usage and use positively influences repurchase intention in e-commerce context. Gamification, e-commerce, Repurchase intention, Information systems model
KW - e-commerce
KW - Gamification
KW - Information systems model
KW - Repurchase intention
UR - http://www.scopus.com/inward/record.url?scp=85102308288&partnerID=8YFLogxK
UR - http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=Alerting&SrcApp=Alerting&DestApp=WOS_CPL&DestLinkType=FullRecord&UT=WOS:000637211500024
U2 - 10.1016/j.heliyon.2021.e06383
DO - 10.1016/j.heliyon.2021.e06383
M3 - Article
AN - SCOPUS:85102308288
SN - 2405-8440
VL - 7
JO - Heliyon
JF - Heliyon
IS - 3
M1 - e06383
ER -