TY - JOUR
T1 - Exploring the Gamification Affordances in Online Shopping with the Heterogeneity Examination through REBUS-PLS
AU - Xu, Xiao Yu
AU - Tayyab, Syed Muhammad Usman
AU - Jia, Qing Dan
AU - Wu, Kuang
N1 - Publisher Copyright:
© 2023 by the authors.
PY - 2023/3
Y1 - 2023/3
N2 - This study investigates, from the perspective of affordance theory, how the implementation of gamification features and mechanisms in online-shopping platforms enable consumers to enjoy immersive shopping experiences and make subsequent shopping decisions. Importantly, the technique of REBUS-PLS is applied to unveil the nature of heterogeneity in perceived affordances and ensure the robustness of structural-model results. The research model is tested using cross-sectional data. Our results not only confirm the effects of different types of gamification affordances on immersive experience and subsequent behavior but also reveal the existence of different consumer groups within the overall sample with respect to their behavior patterns. Apart from social connectiveness, rewardability, playfulness, and novelty all exert significant effects on the immersive experience. In addition, this study identified three distinct groups, namely, “no novelty” users, “no playfulness” users, and “no connective” users.
AB - This study investigates, from the perspective of affordance theory, how the implementation of gamification features and mechanisms in online-shopping platforms enable consumers to enjoy immersive shopping experiences and make subsequent shopping decisions. Importantly, the technique of REBUS-PLS is applied to unveil the nature of heterogeneity in perceived affordances and ensure the robustness of structural-model results. The research model is tested using cross-sectional data. Our results not only confirm the effects of different types of gamification affordances on immersive experience and subsequent behavior but also reveal the existence of different consumer groups within the overall sample with respect to their behavior patterns. Apart from social connectiveness, rewardability, playfulness, and novelty all exert significant effects on the immersive experience. In addition, this study identified three distinct groups, namely, “no novelty” users, “no playfulness” users, and “no connective” users.
KW - affordance theory
KW - gamification
KW - heterogeneity
KW - online shopping
UR - https://www.scopus.com/pages/publications/85151095327
U2 - 10.3390/jtaer18010016
DO - 10.3390/jtaer18010016
M3 - 文章
AN - SCOPUS:85151095327
SN - 0718-1876
VL - 18
SP - 289
EP - 310
JO - Journal of Theoretical and Applied Electronic Commerce Research
JF - Journal of Theoretical and Applied Electronic Commerce Research
IS - 1
ER -