文章詳目資料

International Journal of Electronic Commerce Studies Scopus

  • 加入收藏
  • 下載文章
篇名 Gamified Customer Experience and Engagement in Amazon Online Retailing Company in The Covid -19 era
卷期 13:4
作者 Mahsa AkbariMostafa Bigdeli
頁次 135-158
關鍵字 The Covid -19GamificationCustomer experience Customer engagement Achievement featuresScopus
出刊日期 202212
DOI 10.7903/ijecs.2055

中文摘要

英文摘要

This study aims to fill the gap between gamification features and their impacts on practical marketing activities in The Covid -19 era by providing a comprehensive analysis between gamification features: immersion (storytelling), achievement (reward), and social (competition) on customer experience (CX) and engagement (CE). In this study, a Quasi-experimental design method was used to examine the relationship of the gamification features on CX and engagement. To investigate, an online survey was distributed to 200 students and they were exposed to three different scenarios randomly. Structural equation modeling, Analysis of variance (ANOVA), t-test, regression, path analysis and Sobel test were used to evaluate the impacts of gamification on CX and engagement. The results reveal that gamification has positive effect on CE and CX while, achievement has a more substantial impact than immersion and social on CX, competition has a stronger positive effect than storytelling but weaker positive effect than reward.

相關文獻