Ali Raza, Sana Rehmat, Muhammad Ishtiaq Ishaq, Narjes Haj-Salem, Qurat-ul-ain Talpur
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引用次数: 0
Abstract
The purpose of this research is twofold: (1) to examine the impact of gamification on user experiences, customer engagement, and purchase intentions in the financial industry and (2) to examine how immediate rewards vs. delayed rewards prompt different consumer behaviors in Pakistan's mobile banking (m-banking) industry. The data for study 1 was collected from 340 m-banking customers using a structured, survey-based questionnaire, while study 2 collected data from 161 customers using an experimental-based study. The structural equation modeling results show that gamification elements are positively related to user experiences and customer engagement, and customer engagement mediates the relationship between gamification and purchase intentions. Moreover, the results of the experimental-based study show that immediate rewards more strongly influence user experiences, customer engagement, and purchase intentions. For theoretical implications, this study extends the scant literature on gamification in the m-banking industry. For managerial implications, this research highlights the essential elements of gamification to increase customer engagement and purchase intentions in the m-banking sector.
期刊介绍:
The Journal of Consumer Behaviour aims to promote the understanding of consumer behaviour, consumer research and consumption through the publication of double-blind peer-reviewed, top quality theoretical and empirical research. An international academic journal with a foundation in the social sciences, the JCB has a diverse and multidisciplinary outlook which seeks to showcase innovative, alternative and contested representations of consumer behaviour alongside the latest developments in established traditions of consumer research.