Artigo em revista científica Q1
Gamification and reputation: key determinants of e-commerce usage and repurchase intention
Manuela Aparicio (Aparicio, M.); Carlos J. Costa (Costa, C. J.); Rafael Moises (Rafael Moises);
Título Revista
Heliyon
Ano (publicação definitiva)
2021
Língua
--
País
Reino Unido
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Abstract/Resumo
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.
Agradecimentos/Acknowledgements
M. Aparicio was supported by Fundação para a Ciência e a Tecnologia grant no. UIDB/04152/2020. C. J. Costa was supported by Fundação para a Ciência e a Tecnologia grant no. UIDB/04521/2020.
Palavras-chave
e-commerce,gamification,IS model
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