首页> 外文会议>2016 49th Hawaii International Conference on System Sciences >In-Store Gamification: Testing a Location-Based Treasure Hunt App in a Real Retailing Environment
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In-Store Gamification: Testing a Location-Based Treasure Hunt App in a Real Retailing Environment

机译:店内游戏化:在真实零售环境中测试基于位置的寻宝应用

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Traditional retailers are facing strong competition from e-commerce. One way to meet this challenge is to follow the marketing movement of focusing on customer experiences. This transformation is based on the notion of engaging customers and one way to drive this engagement is through gamification to support value creation. In this study, we have identified variables affecting intentions to use gamified services and in what ways. For this purpose, we developed an app that generated different levels of gamification by varying the number of game elements. The data from a survey distributed during a field experiment indicates that an increasing level of gamification and technology experience have direct positive associations with intrinsic motivation. Furthermore, intrinsic motivation has a positive direct association with satisfaction, although this is partly mediated by mood. Finally, satisfaction has a positive direct relation with intention to use.
机译:传统零售商正面临来自电子商务的激烈竞争。应对这一挑战的一种方法是关注关注客户体验的营销运动。这种转变基于吸引客户的观念,而推动这种参与的一种方式是通过游戏化来支持价值创造。在这项研究中,我们确定了影响使用游戏服务的意图以及以何种方式使用的变量。为此,我们开发了一个应用程序,通过更改游戏元素的数量来生成不同级别的游戏化。来自现场实验的调查数据表明,游戏化和技术经验水平的提高与内在动机有着直接的正相关。此外,内在动机与满意度有着直接的正相关关系,尽管这部分是由情绪介导的。最后,满意度与使用意图有正向直接关系。

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