A Study of Factors Affecting Consumer Behavioural Intentions Towards Adoption of Gamification

Authors

  •   Rajni Gupta Assistant Professor, T. John Institute of Management and Science, Bannerghatta Road, Bangalore - 560 083
  •   Kavita Mathad Associate Professor, Institute of Management, Christ University, Hosur Road, Bangalore- 560 029

DOI:

https://doi.org/10.17010/ijom/2017/v47/i7/116471

Keywords:

Gamification

, Price Consciousness, Usefulness, Awareness, Personal Perspective, Perceived Critical Mass, Easy to Use, Personal Innovativeness

Paper Submission Date

, March 7, 2017, Paper sent back for Revision, June 1, Paper Acceptance Date, June 7, 2017.

Abstract

Advanced technology with a high degree of accessibility of the Internet across countries has led to the emergence of e-commerce and m-commerce. The global brands and the start-ups are equally attracted to this change in the way the goods and services can be marketed, making market access through the Internet a core part of the strategy for marketers. The same has led to various digital promotional techniques for customer engagement. Among various digital promotional techniques, gamification is one technique where customers are expected to play online games to win the reward points for getting discounts for their purchases. An attempt was made to identify various factors influencing the consumer behavioural intentions towards adoption of gamification as one of the means to get products at discounted prices. In this study, factor analysis was used to find the major factors that influence the consumer behavioural intentions to adopt gamification as one of the digital promotional techniques. The study found eight major factors that influence the adoption of gamification, they are Personal Perspective, Usefulness, Easy to Use, Price Consciousness, Perceived Critical Mass, Flow Experience, Awareness, and Personal Innovativeness. This study brought in a different perspective by exploring the role of possible factors influencing gamification adoption in the Indian market, helping marketers, the major factors, and their influence on the consumer's behavioural intentions of adoption of gamification as one of the digital promotion techniques.

Downloads

Download data is not yet available.

Downloads

Published

2017-07-01

How to Cite

Gupta, R., & Mathad, K. (2017). A Study of Factors Affecting Consumer Behavioural Intentions Towards Adoption of Gamification. Indian Journal of Marketing, 47(7), 7–19. https://doi.org/10.17010/ijom/2017/v47/i7/116471

Issue

Section

Articles

References

Ahamad, M. L., & Zafar, S. M. (2013). An empirical investigation of website design characteristics, consumer trust, and intention to shop online in Hyderabad. Indian Journal of Marketing, 43 (9), 41 - 46. doi:10.17010/ijom/2013/v43/i9/38350

Amoroso, D. L. (2014). Innovativeness of consumers in the adoption of mobile technology in Philippines. International Journal of Economics, Commerce and Management, 2 (1), 1-12.

Bilgihan, A., Okumus, F., Nusair, K., & Bujisic, M. (2013). Online experiences: Flow theory, measuring online customer experience in e-commerce and managerial implications for the lodging industry. Information Technology & Tourism, 14 (1), 49 -71. doi:10.1007/s40558-013-0003-3

Blakney, V. L., & Sekely, W. (1994). Retail attributes: Influence on shopping mode choice behavior. Journal of Managerial Issues, 6 (1), 101 -118.

Childers, T. L., Carr, C. L., Peck, J., & Carson, S. (2001). Hedonic and utilitarian motivations for online retail shopping behavior. Journal of Retailing, 77(4), 511-535. DOI : http://dx.doi.org/10.1016/S0022-4359(01)00056-2

Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self- determination in human behavior. New York, NY : Plenum Press.

Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011). Gamification : Toward a definition. Retrieved from http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon.pdf

Dick, A. S., & Basu, K. (1994). Customer loyalty: Toward an integrated conceptual framework. Journal of the Academy of Marketing Science, 22 (2), 99 - 113.

Fishbein, M., & Ajzen, I. (1975). Belief, attitude, intention and behavior : An introduction to theory and research. Reading, MA: Addison-Wesley.

Forman, A. M., & Sriram, V. (1991). The depersonalization of retailing: Its impact on the ‘lonely’ consumer. Journal of Retailing, 67(2), 226-243.

Gartner. (2010). Gartner. Retrieved from http://www.gartner.com/technology/home.jsp

Gefen, D. (2000). E-commerce: the role of familiarity and trust. Omega, 28 (6), 725-737. doi:10.1016/s0305-0483(00)00021-9

Gefen, D. (2002). Customer loyalty in e-commerce. Journal of the Association for Information Systems, 3 (1), 27-51.

Hackleman, E. C., & Duker, J. M. (1980). Deal proneness and heavy usage: Merging two market segmentation criteria. Journal of the Academy of Marketing Science, 8 (4), 332-344.

Hair, J.F., Black, W.C., Babin, B.J., & Anderson, R.E. (2010). Multivariate data analysis (Seventh edition). Upper Saddle River, New Jersey : Prentice Hall.

Hamari, J., & Koivisto, J. (2013). Social motivations to use gamification: An empirical study of gamifying exercise. In European Conference on Information Systems. Retrieved from http://people.uta.fi/~kljuham/2013-hamari&koivisto-social_motivations_to_use_gamification.pdf

Hsiao, C. - C., & Chiou, J.- S. (2012). The effects of a player’s network centrality on resource accessibility, game enjoyment, and continuance intention: A study on online gaming communities. Electronic Commerce Research and Applications, 11(1), 75-84. doi:10.1016/j.elerap.2011.10.001

Hsu, C. - L., & Lu, H. - P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853 - 868. doi:10.1016/j.im.2003.08.014

Huang, Z., & Cappel, J. J. (2005). Assessment of a web-based learning game in an information system course. Journal of Computer Information Systems, 45 (4), 42- 49.

Igbaria, M., Iivari, J., & Maragahh, H. (1995). Why do individuals use computer technology? A Finnish case study. Information & Management, 29 (5), 227-238.

Jarvenpaa, S. L., & Todd, P. A. (1997). Consumer reactions to electronic shopping on the world wide web. International Journal of Electronic Commerce, 1 (2), 59 - 88.

Jayasingh, S., & Eze, U. C. (2010). The role of moderating factors in mobile coupon adoption: An extended TAM perspective. Communications of the IBIMA, 2010, 1-13.

Jayasingh, S., & Eze, U. C. (2012). Analyzing the intention to use mobile coupon and the moderating effects of price consciousness and gender. International Journal of E-Business Research, 8 (1), 54 -75.

Kim, K. H., Park, J. Y., Kim, D. Y., Moon, H. I., & Chun, H. C. (2002). E-lifestyle and motives to use online games. Irish Marketing Review, 15 (2), 1 - 77.

Lafrenière, M. K., Verner-Filion, J., & Vallerand, R. J. (2012). Development and validation of the gaming motivation scale (GAMS). Personality and Individual Differences, 53 (7), 827- 831.

Lee, M. K., Cheung, C. M., & Chen, Z. (2005). Acceptance of Internet-based learning medium: The role of extrinsic and intrinsic motivation. Information & Management, 42 (8), 1095 - 1104.

Liang, T. - P., & Yeh, Y. - H. (2011). Effect of use contexts on the continuous use of mobile services: The case of mobile games. Personal and Ubiquitous Computing, 15 (2), 187-196.

Lichtenstein, D. R., Netemeyer, R. G., & Burton, S. (1990). Distinguishing coupon proneness from value consciousness: An acquisition-transaction utility theory perspective. Journal of Marketing, 54 (3), 54-67. doi:10.2307/1251816

Liu, Y., & Li, H. (2011). Exploring the impact of use context on mobile hedonic services adoption: An empirical study on mobile gaming in China. Computers in Human Behavior, 27(2), 890 - 898. doi:10.1016/j.chb.2010.11.014

M2 Research. (2011). Gamified engagement. Retrieved from http://m2research.com/Gamification

Maan, J. (2013). Social business transformation through gamification. International Journal of Managing Information Technology (IJMIT), 5 (3), 9 -16.

McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.

Meeker, M. (2014). Internet trends in 2014. Retrieved from http://www.kpcb.com/blog/2014-internet-trends

Meijer, T., & Shliapnikov, M. (2014). The use of advergames in creating online consumer engagement (Master's Thesis, Halmstad University). Retrieved from http://www.diva-portal.org/smash/get/diva2:728186/FULLTEXT01.pdf

Morgan, R. M., & Hunt, S. D. (1994). The commitment - trust theory of relationship marketing. Journal of Marketing, 58(3), 20 - 38.

Nielsen. (2012, March). Nielsen informate mobile insights - March 2012. Retrieved from http://www.nielsen.com/in/en/press-room/2012/nielsen-informate-mobile-insights---march2012.html

Palazon, M., & Delgado, E. (2009). The moderating role of price consciousness on the effectiveness of price discounts and premium promotions. Journal of Product & Brand Management, 18(4), 306 -312. doi:10.1108/10610420910972837

Pan, L.-Y., & Chiou, J.- S. (2011). How much can you trust online information? Cues for perceived trustworthiness of consumer-generated online information. Journal of Interactive Marketing, 25 (2), 67 - 74.

Ramaswamy, V., & Srinivasan, S. S. (1998). Coupon characteristics and redemption intentions: A segment-level analysis. Psychology & Marketing, 15(1), 59 -80. doi:10.1002/(SICI)1520-6793(199801)15:1<59::AID-MAR5>3.0.CO;2-M

Salesforce Marketing Cloud. (2014). 2014 mobile behavior report. Retrieved from http://www.exacttarget.com/sites/exacttarget/files/deliverables/etmc-2014mobilebehaviorreport.pdf

Shen, A. X., Cheung, C. M., Lee, M. K., & Chen, H. (2009). How social influence affects we-intention to use instant messaging: The moderating effect of usage experience. Information Systems Frontiers, 13 (2), 157-169. doi:10.1007/s10796-009-9193-9

Shome, S., & Roy, A. (2012). A study on online discount couponing industry in India. Indian Journal of Marketing, 42(10), 4 -10.

Sinha, I., & Batra, R. (1999). The effect of consumer price consciousness on private label purchase. International Journal of Research in Marketing, 16 (3), 237- 251. doi:10.1016/S0167-8116(99)00013-0

Sungwoo, S., & Rutherford, B. N. (2010). Factors that influence consumer's adoption behavior in M-commerce. Retrieved from http://docs.lib.purdue.edu/dissertations/AAI1479645/

Triandis, H. (1980). Beliefs, attitudes, and values. Nebraska Symposium on Motivation. Lincoln : University of Nebraska Press.

Venkatesh, V., & Davis, F. D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management Science, 46 (2), 186 - 204.

Wells, W., & Tigert, D. (1971). Activities, interests and opinions. Journal of Advertising Research, 11(4), 27-35.

Wu, J., & Liu, D. (2007). The effects of trust and enjoyment on intentions to play online games. Journal of Electronic Commerce Research, 8 (2), 128 -140.

Zichermann, G. (2013, January 23). Gamification: The hard truths. The Huffington Post. Retrieved from http://www.huffingtonpost.com/gabezichermann/gamification_b_2516376.html?ir=India&adsSiteOverride=in