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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Aparicio, M., Costa, C. J. & Rafael Moises (2021). Gamification and reputation: key determinants of e-commerce usage and repurchase intention. Heliyon. 7 (3), e06383
Exportar Referência (IEEE)
M. M. Costa et al.,  "Gamification and reputation: key determinants of e-commerce usage and repurchase intention", in Heliyon, vol. 7, no. 3, pp. e06383, 2021
Exportar BibTeX
@article{costa2021_1766261743312,
	author = "Aparicio, M. and Costa, C. J. and Rafael Moises",
	title = "Gamification and reputation: key determinants of e-commerce usage and repurchase intention",
	journal = "Heliyon",
	year = "2021",
	volume = "7",
	number = "3",
	doi = "10.1016/j.heliyon.2021.e06383",
	pages = "e06383",
	url = "https://www.sciencedirect.com/science/article/pii/S2405844021004886"
}
Exportar RIS
TY  - JOUR
TI  - Gamification and reputation: key determinants of e-commerce usage and repurchase intention
T2  - Heliyon
VL  - 7
IS  - 3
AU  - Aparicio, M.
AU  - Costa, C. J.
AU  - Rafael Moises
PY  - 2021
SP  - e06383
SN  - 2405-8440
DO  - 10.1016/j.heliyon.2021.e06383
UR  - https://www.sciencedirect.com/science/article/pii/S2405844021004886
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.
ER  -