dc.rights.license | Kūrybinių bendrijų licencija / Creative Commons licence | en_US |
dc.contributor.author | Haziri, Fortesa | |
dc.contributor.author | Shabani, Lulzim | |
dc.contributor.author | Chovancova, Miloslava | |
dc.date.accessioned | 2024-11-21T11:35:03Z | |
dc.date.available | 2024-11-21T11:35:03Z | |
dc.date.issued | 2019 | |
dc.identifier.isbn | 9786094761614 | en_US |
dc.identifier.uri | https://etalpykla.vilniustech.lt/handle/123456789/155825 | |
dc.description.abstract | Purpose – the purpose of the current research was to investigate the influence of the experience of players and no-players on their purchasing behavior in a gamified purchasing setting. Research methodology – PLS-SEM has been employed to investigate the effect of gaming on consumer behavior and analyze the data gathered via the questionnaire distributed online. Findings – unlike studies in different domains, where the positive impact of game experience in a gamified learning environment and purchasing intention towards gamified products has been highlighted, the results of this research reveal the irrelevance of game experience in online purchasing behavior. Research limitations – firstly, no comparison has been made concerning the differences between board-games and online games. Secondly, the length of time spent playing has not been analyzed. Lastly, the research does not offer any insight regarding the country, nor compare online and offline buying behavior. Practical implications – eventually, game experience needlessly impacts the purchasing process in a gamified setting. Game design, personality, characteristics, cultural background and other attributes of the participants are an important caveat. Originality/Value – the research reveals stimulating results for scholars in the field of gamification, game elements, consumer behavior, and online purchasing. | en_US |
dc.description.sponsorship | Internal Grant Agency of Tomas Bata University in Zlin | en_US |
dc.format.extent | 10 p. | en_US |
dc.format.medium | Tekstas / Text | en_US |
dc.language.iso | en | en_US |
dc.relation.uri | https://etalpykla.vilniustech.lt/handle/123456789/155623 | en_US |
dc.rights | Attribution 4.0 International | * |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
dc.source.uri | http://cibmee.vgtu.lt/index.php/verslas/2019/paper/view/492 | en_US |
dc.subject | aesthetics | en_US |
dc.subject | dynamics | en_US |
dc.subject | game experience | en_US |
dc.subject | game mechanics | en_US |
dc.subject | online buying behavior | en_US |
dc.subject | social media | en_US |
dc.subject | developing countries | en_US |
dc.title | Customer game experience impact on gamification and online purchasing | en_US |
dc.type | Konferencijos publikacija / Conference paper | en_US |
dcterms.accessRights | Laisvai prieinamas / Openly available | en_US |
dcterms.accrualMethod | Rankinis pateikimas / Manual submission | en_US |
dcterms.alternative | Digitalization of business processes: trends, challenges, solutions | en_US |
dcterms.issued | 2019-05-10 | |
dcterms.license | CC BY | en_US |
dcterms.references | 52 | en_US |
dc.description.version | Taip / Yes | en_US |
dc.contributor.institution | Tomas Bata University in Zlin | en_US |
dc.contributor.institution | AAB College in Prishtinë | en_US |
dcterms.sourcetitle | International Scientific Conference „Contemporary Issues in Business, Management and Economics Engineering ‘2019“ | en_US |
dc.identifier.eisbn | 9786094761621 | en_US |
dc.identifier.eissn | 2538-8711 | en_US |
dc.publisher.name | Vilnius Gediminas Technical University | en_US |
dc.publisher.name | Vilniaus Gedimino technikos universitetas | en_US |
dc.publisher.country | Lithuania | en_US |
dc.publisher.country | Lietuva | en_US |
dc.publisher.city | Vilnius | en_US |
dc.description.grantname | Consumer behavior changes and entrepreneurship for market development through digitization | en_US |
dc.description.grantnumber | IGA/FaME/2018/2020 | en_US |
dc.identifier.doi | https://doi.org/10.3846/cibmee.2019.078 | en_US |