Gamification and reputation

Detalhes bibliográficos
Autor(a) principal: Aparicio, Manuela
Data de Publicação: 2021
Outros Autores: Costa, Carlos J., Moises, Rafael
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10362/114284
Resumo: 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
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spelling Gamification and reputationkey determinants of e-commerce usage and repurchase intentione-commerceGamificationInformation systems modelRepurchase intentionGeneralSDG 8 - Decent Work and Economic GrowthSDG 9 - Industry, Innovation, and InfrastructureAparicio, 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.e06383Nowadays, 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 modelNOVA Information Management School (NOVA IMS)Information Management Research Center (MagIC) - NOVA Information Management SchoolRUNAparicio, ManuelaCosta, Carlos J.Moises, Rafael2021-03-22T23:28:31Z2021-032021-03-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/article14application/pdfhttp://hdl.handle.net/10362/114284eng2405-8440PURE: 28791057https://doi.org/10.1016/j.heliyon.2021.e06383info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-03-11T04:56:55Zoai:run.unl.pt:10362/114284Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:42:29.190948Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Gamification and reputation
key determinants of e-commerce usage and repurchase intention
title Gamification and reputation
spellingShingle Gamification and reputation
Aparicio, Manuela
e-commerce
Gamification
Information systems model
Repurchase intention
General
SDG 8 - Decent Work and Economic Growth
SDG 9 - Industry, Innovation, and Infrastructure
title_short Gamification and reputation
title_full Gamification and reputation
title_fullStr Gamification and reputation
title_full_unstemmed Gamification and reputation
title_sort Gamification and reputation
author Aparicio, Manuela
author_facet Aparicio, Manuela
Costa, Carlos J.
Moises, Rafael
author_role author
author2 Costa, Carlos J.
Moises, Rafael
author2_role author
author
dc.contributor.none.fl_str_mv NOVA Information Management School (NOVA IMS)
Information Management Research Center (MagIC) - NOVA Information Management School
RUN
dc.contributor.author.fl_str_mv Aparicio, Manuela
Costa, Carlos J.
Moises, Rafael
dc.subject.por.fl_str_mv e-commerce
Gamification
Information systems model
Repurchase intention
General
SDG 8 - Decent Work and Economic Growth
SDG 9 - Industry, Innovation, and Infrastructure
topic e-commerce
Gamification
Information systems model
Repurchase intention
General
SDG 8 - Decent Work and Economic Growth
SDG 9 - Industry, Innovation, and Infrastructure
description 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
publishDate 2021
dc.date.none.fl_str_mv 2021-03-22T23:28:31Z
2021-03
2021-03-01T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10362/114284
url http://hdl.handle.net/10362/114284
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 2405-8440
PURE: 28791057
https://doi.org/10.1016/j.heliyon.2021.e06383
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eu_rights_str_mv openAccess
dc.format.none.fl_str_mv 14
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