Understanding the Intention to Use Virtual Currency in a Gamified E-Commerce Context

Anoop George, M. Joy, Muhammad Sajid, S. MuhammedNowfal
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引用次数: 1

Abstract

Gamification is all about using game features in a serious context to encourage people to use products or services. E-commerce has used gamification for marketing determinations to strengthen intent to use. Technology Acceptance Model is employed in the current study to investigate the intention to use gamified virtual currency in the Indian context. A survey was used to accumulate records from a random sample of relevant virtual currency users in an e-commerce context using a quantitative approach. Structural equation modeling (SEM) is expended for data analysis in this research. This empirical research shows the incremental impact of the users' perceptions of the ease of use and usefulness on intention to use virtual currency. The variable attitude seems to be not mediating significantly. There are also discussions, restrictions, and future research directions mentioned in this study
理解在游戏化电子商务环境中使用虚拟货币的意图
游戏化就是在严肃的环境中使用游戏功能,鼓励人们使用产品或服务。电子商务已经将游戏化用于营销决策,以增强使用意图。本研究采用技术接受模型来调查在印度背景下使用游戏化虚拟货币的意图。通过一项调查,使用定量方法从电子商务背景下的相关虚拟货币用户的随机样本中积累记录。本研究采用结构方程模型(SEM)进行数据分析。这一实证研究表明,用户对虚拟货币的易用性和有用性的看法对虚拟货币使用意愿的影响是递增的。态度的变化似乎没有起到显著的中介作用。本研究也提到了讨论、限制和未来的研究方向
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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