Impact of gamification on Genz impulse buying behavior: Evidence from Shopee application in the Vietnamese market

Huynh Tai, Tran Thanh Tu
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Abstract

purchasing behavior. Moreover, according to Lo et al. (2016), there are two primary types of purchasing behavior on e-commerce platforms: rational shopping and impulsive buying. Forty percent to eighty percent of individuals engage in aimless shopping (Rodrigues et al., 2021). This statistical evidence suggests that numerous influential factors are likely to influence the impulsive purchasing behavior of customers. This research has the potential to contribute to the e-commerce platform by providing valuable insights into the purchasing behavior of Generation Z on the Vietnamese market. The lack of research articles in this field on the Vietnamese market presents a challenge for platforms attempting to identify domestic examples. The application of gamification theory and theory of mind (ToM) (Russell et al., 2009; X. Zhang, 2006) enables the audience to gain insights that may be useful in formulating development strategies. In addition, the present study has referenced three widely recognized and utilized gamification elements in order to assess individuals' subjective responses when interacting with these elements and to motivate them to make purchases (Bitrián et al., 2021; L. Zhang et al., 2021). The objective of this research is to ascertain the stimuli that impact online impulse buying behavior by examining affective and cognitive responses. Furthermore, the objective of this research is to examine the degree to which gamification elements, namely badges upgrade, points, and random rewards, influence In the expanding e-commerce landscape, customer purchasing behavior, such as impulse purchases, has become more unpredictable. Online shopping applications are incorporating gamification techniques to increase user satisfaction and encourage unplanned purchases. This study employs the Theory of Mind (Tom) and PLS-SEM to determine the impact of these gamification elements on impulsive purchasing behavior as measured by individual cognitive responses. Six of the eight hypotheses are supported by the results of an online survey and data analysis, indicating that random rewards do not significantly influence impulsive purchasing. This demonstrates the need for administrators of e-commerce platforms to refine their gamification strategies and suggests that Generation Z consumers can adapt their purchasing behavior accordingly.
游戏化对Genz冲动购买行为的影响:Shopee 在越南市场应用的证据
购买行为。此外,根据 Lo 等人(2016 年)的研究,电子商务平台上的购买行为主要有两种:理性购物和冲动购买。百分之四十到百分之八十的人会进行漫无目的的购物(Rodrigues 等人,2021 年)。这一统计证据表明,许多影响因素可能会影响顾客的冲动性购买行为。本研究通过对越南市场上 Z 世代的购买行为提供有价值的见解,有可能为电子商务平台做出贡献。越南市场缺乏该领域的研究文章,这给试图找出国内范例的平台带来了挑战。游戏化理论和心智理论(ToM)(Russell 等人,2009 年;X. Zhang,2006 年)的应用使受众能够获得有助于制定发展战略的见解。此外,本研究还参考了三个广受认可和使用的游戏化元素,以评估个人在与这些元素互动时的主观反应,并激发他们的购买欲(Bitrián 等人,2021 年;L. Zhang 等人,2021 年)。本研究的目的是通过研究情感和认知反应,确定影响在线冲动购买行为的刺激因素。此外,本研究的目的还在于考察游戏化元素(即徽章升级、积分和随机奖励)对冲动购买行为的影响程度。 在不断扩大的电子商务领域,顾客的购买行为(如冲动购买)变得更加难以预测。在线购物应用程序正在采用游戏化技术来提高用户满意度并鼓励计划外购买。本研究采用心智理论(Tom)和 PLS-SEM 来确定这些游戏化元素对冲动性购买行为的影响,这些影响是通过个人认知反应来衡量的。在线调查和数据分析的结果支持了八个假设中的六个,表明随机奖励对冲动性购买行为的影响不大。这表明电子商务平台的管理者需要完善其游戏化策略,并建议 Z 世代消费者可以相应地调整其购买行为。
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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