Does gamification on an e-commerce application lead intention to use the application and spread word of mouth?

Kunthi Kusumawardani, Laura Fabiola Soegihono

Research output: Contribution to journalArticleScientificpeer-review

2 Citations (Scopus)

Abstract

This research aims to evaluate the effect of e-commerce gamification on post-adoption behavioural intention on an e-commerce application in Indonesia mediated by flow experience, perceived usefulness, perceived ease of use, and attitude. The structural equation modelling analysis was chosen to examine the data using 325 respondents who are active users who play the games in the e-commerce app. The research results found that attitude towards gamification is a strong predictor in determining continued use intention and intention to spread the WOM of the e-commerce application. Besides, flow experience, perceived ease of use, and perceived usefulness will shape a positive attitude towards gamification, leading to continued use intention and intention to spread WOM. Findings in this research provide empirical evidence of gamification's use in an e-commerce application in a developing country. It underlines the importance of using gamification to shape the attitude to keep using the e-commerce application and spread WOM.
Original languageEnglish
Pages (from-to)65-84
Number of pages20
JournalInternational Journal of Business and Systems Research
Volume18
Issue number1
DOIs
Publication statusPublished - 5 Jan 2024

Keywords

  • CUI
  • Indonesia
  • Shopee
  • WOM
  • attitude
  • continued use intention
  • e-commerce
  • flow experience
  • gamification
  • word of mouth

Fingerprint

Dive into the research topics of 'Does gamification on an e-commerce application lead intention to use the application and spread word of mouth?'. Together they form a unique fingerprint.

Cite this