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How Does Gamification Improve Purchase Intention? Through the Lens of Perceived Brand Coolness and Time Poverty

  • Yingchuan Liao
  • , Fei Zhou
  • , Youcheng Chen
  • , Yenchun Jim Wu*
  • *此作品的通信作者

研究成果: 雜誌貢獻 › 期刊論文 › 同行評審

6   連結會在新分頁中打開 引文 斯高帕斯(Scopus)

摘要

Gamification has been extensively employed in marketing practices to meet the diverse needs of consumers. Previous research suggests that gamification marketing plays a pivotal role in influencing customer purchase intention. However, the precise mechanism through which gamification marketing impacts purchase intention requires further investigation. Drawing on the self-determination theory (SDT), this study explores the relationship between gamification marketing and purchase intention, with customers’ perceived brand coolness as a mediating variable and time poverty as a moderating variable. Using data collected from 184 participants in the experiment, our research demonstrates that, in comparison to non-gamification marketing, gamification marketing significantly influences purchase intention. Furthermore, perceived brand coolness emerges as a mediating factor in this relationship, providing new insights into the gamification mechanism. Customers who are in low time poverty exert more perceived brand coolness and purchase intentions compared with high time poverty in the context of gamification marketing. This study expands the research of gamification by introducing perceived brand coolness to the relationship between gamification marketing and purchase intention. It also contributes to the study of time poverty under the context of gamification marketing.

原文英語
文章編號1226
期刊Behavioral Sciences
卷14
發行號12
DOIs
出版狀態已發佈 - 2024 12月

UN SDG

此研究成果有助於以下永續發展目標

  1. SDG 12 - 負責任的消費與生產
    SDG 12 負責任的消費與生產

ASJC Scopus subject areas

  • 生態學、進化論、行為學與系統學
  • 發展
  • 遺傳學
  • 一般心理學
  • 行為神經科學

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