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dc.rights.licenseKūrybinių bendrijų licencija / Creative Commons licenceen_US
dc.contributor.authorHaziri, Fortesa
dc.contributor.authorShabani, Lulzim
dc.contributor.authorChovancova, Miloslava
dc.date.accessioned2024-11-21T11:35:03Z
dc.date.available2024-11-21T11:35:03Z
dc.date.issued2019
dc.identifier.isbn9786094761614en_US
dc.identifier.urihttps://etalpykla.vilniustech.lt/handle/123456789/155825
dc.description.abstractPurpose – 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.sponsorshipInternal Grant Agency of Tomas Bata University in Zlinen_US
dc.format.extent10 p.en_US
dc.format.mediumTekstas / Texten_US
dc.language.isoenen_US
dc.relation.urihttps://etalpykla.vilniustech.lt/handle/123456789/155623en_US
dc.rightsAttribution 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.source.urihttp://cibmee.vgtu.lt/index.php/verslas/2019/paper/view/492en_US
dc.subjectaestheticsen_US
dc.subjectdynamicsen_US
dc.subjectgame experienceen_US
dc.subjectgame mechanicsen_US
dc.subjectonline buying behavioren_US
dc.subjectsocial mediaen_US
dc.subjectdeveloping countriesen_US
dc.titleCustomer game experience impact on gamification and online purchasingen_US
dc.typeKonferencijos publikacija / Conference paperen_US
dcterms.accessRightsLaisvai prieinamas / Openly availableen_US
dcterms.accrualMethodRankinis pateikimas / Manual submissionen_US
dcterms.alternativeDigitalization of business processes: trends, challenges, solutionsen_US
dcterms.issued2019-05-10
dcterms.licenseCC BYen_US
dcterms.references52en_US
dc.description.versionTaip / Yesen_US
dc.contributor.institutionTomas Bata University in Zlinen_US
dc.contributor.institutionAAB College in Prishtinëen_US
dcterms.sourcetitleInternational Scientific Conference „Contemporary Issues in Business, Management and Economics Engineering ‘2019“en_US
dc.identifier.eisbn9786094761621en_US
dc.identifier.eissn2538-8711en_US
dc.publisher.nameVilnius Gediminas Technical Universityen_US
dc.publisher.nameVilniaus Gedimino technikos universitetasen_US
dc.publisher.countryLithuaniaen_US
dc.publisher.countryLietuvaen_US
dc.publisher.cityVilniusen_US
dc.description.grantnameConsumer behavior changes and entrepreneurship for market development through digitizationen_US
dc.description.grantnumberIGA/FaME/2018/2020en_US
dc.identifier.doihttps://doi.org/10.3846/cibmee.2019.078en_US


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Kūrybinių bendrijų licencija / Creative Commons licence
Except where otherwise noted, this item's license is described as Kūrybinių bendrijų licencija / Creative Commons licence