How does gamification in an e-commerce platform drive customer experience of selected accounting students? The mediating roles of perceived enjoyment and brand engagement

This study explores gamification's impact on customer experience in e-commerce, with perceived enjoyment and brand engagement as mediators. It aims to provide marketing insights for improving customer experience, retention, and engagement through gamification—a strategy that creates positive ex...

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Main Authors: Caponpon, Jude S., Simbillo, Janus Aries Q., Ricafrente, Mark Ivan Leo D.
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Published: Animo Repository 2023
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Online Access:https://animorepository.dlsu.edu.ph/faculty_research/11612
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Institution: De La Salle University
id oai:animorepository.dlsu.edu.ph:faculty_research-13306
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spelling oai:animorepository.dlsu.edu.ph:faculty_research-133062024-04-08T06:22:20Z How does gamification in an e-commerce platform drive customer experience of selected accounting students? The mediating roles of perceived enjoyment and brand engagement Caponpon, Jude S. Simbillo, Janus Aries Q. Ricafrente, Mark Ivan Leo D. This study explores gamification's impact on customer experience in e-commerce, with perceived enjoyment and brand engagement as mediators. It aims to provide marketing insights for improving customer experience, retention, and engagement through gamification—a strategy that creates positive experiences via game elements in non-gaming contexts, positively affecting consumer buying behavior. Existing literature supports gamification's significant positive influence on customer experience, particularly in hedonic and novelty dimensions. This research addresses this gap by assessing gamification's influence on customer experience, considering brand engagement and perceived enjoyment as influencing factors. Undergraduate Accountancy students who experienced gamification in a Philippine e-commerce platform were purposively sampled, and data was collected through online surveys. The results show gamification significantly enhances customer experience and brand engagement, with no significant impact on perceived enjoyment. Additionally, brand engagement mediates the relationship between perceived enjoyment and customer experience, while perceived enjoyment doesn't mediate the gamification-customer experience link. These findings have crucial implications for businesses aiming to enhance e-commerce experiences, leading to increased purchase intent, retention, and engagement. Leveraging gamification can positively impact customer experience, fostering behavioral satisfaction, loyalty, and purchase intent, with brand engagement as a mediator. This research can guide businesses in refining their gamification strategies for a competitive edge in the online marketplace. Future research should consider study limitations, such as sampling techniques and respondent location, for result generalizability. 2023-01-01T08:00:00Z text https://animorepository.dlsu.edu.ph/faculty_research/11612 Faculty Research Work Animo Repository Gamification Electronic commerce Consumer behavior Accounting E-Commerce Marketing
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
topic Gamification
Electronic commerce
Consumer behavior
Accounting
E-Commerce
Marketing
spellingShingle Gamification
Electronic commerce
Consumer behavior
Accounting
E-Commerce
Marketing
Caponpon, Jude S.
Simbillo, Janus Aries Q.
Ricafrente, Mark Ivan Leo D.
How does gamification in an e-commerce platform drive customer experience of selected accounting students? The mediating roles of perceived enjoyment and brand engagement
description This study explores gamification's impact on customer experience in e-commerce, with perceived enjoyment and brand engagement as mediators. It aims to provide marketing insights for improving customer experience, retention, and engagement through gamification—a strategy that creates positive experiences via game elements in non-gaming contexts, positively affecting consumer buying behavior. Existing literature supports gamification's significant positive influence on customer experience, particularly in hedonic and novelty dimensions. This research addresses this gap by assessing gamification's influence on customer experience, considering brand engagement and perceived enjoyment as influencing factors. Undergraduate Accountancy students who experienced gamification in a Philippine e-commerce platform were purposively sampled, and data was collected through online surveys. The results show gamification significantly enhances customer experience and brand engagement, with no significant impact on perceived enjoyment. Additionally, brand engagement mediates the relationship between perceived enjoyment and customer experience, while perceived enjoyment doesn't mediate the gamification-customer experience link. These findings have crucial implications for businesses aiming to enhance e-commerce experiences, leading to increased purchase intent, retention, and engagement. Leveraging gamification can positively impact customer experience, fostering behavioral satisfaction, loyalty, and purchase intent, with brand engagement as a mediator. This research can guide businesses in refining their gamification strategies for a competitive edge in the online marketplace. Future research should consider study limitations, such as sampling techniques and respondent location, for result generalizability.
format text
author Caponpon, Jude S.
Simbillo, Janus Aries Q.
Ricafrente, Mark Ivan Leo D.
author_facet Caponpon, Jude S.
Simbillo, Janus Aries Q.
Ricafrente, Mark Ivan Leo D.
author_sort Caponpon, Jude S.
title How does gamification in an e-commerce platform drive customer experience of selected accounting students? The mediating roles of perceived enjoyment and brand engagement
title_short How does gamification in an e-commerce platform drive customer experience of selected accounting students? The mediating roles of perceived enjoyment and brand engagement
title_full How does gamification in an e-commerce platform drive customer experience of selected accounting students? The mediating roles of perceived enjoyment and brand engagement
title_fullStr How does gamification in an e-commerce platform drive customer experience of selected accounting students? The mediating roles of perceived enjoyment and brand engagement
title_full_unstemmed How does gamification in an e-commerce platform drive customer experience of selected accounting students? The mediating roles of perceived enjoyment and brand engagement
title_sort how does gamification in an e-commerce platform drive customer experience of selected accounting students? the mediating roles of perceived enjoyment and brand engagement
publisher Animo Repository
publishDate 2023
url https://animorepository.dlsu.edu.ph/faculty_research/11612
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