Gamification and reputation
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , |
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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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 |
format |
article |
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 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
14 application/pdf |
dc.source.none.fl_str_mv |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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