Advergame and E-Commerce Consumer Decision: Systematic Literature Network Analysis

Ika Diyah Candra Arifah, E. Suryani, F. Samopa
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Abstract

Advertisement's ineffectiveness was attributed to several issues, including irritation and intrusiveness. This study aims to investigate the literature on advertising games (advergames) and how these works of literature might be utilized to demonstrate the impact of advergames on customer behaviour. As part of the VOS Viewer 1.6.17 systematic literature network analysis, Publish and Perish software was configured to collect literature from the past 10 years, then mapped and clustered (SLNA). Keyword co-occurrence networks were revealed in the network analysis of these publications. Researchers found that advergames may still be built in game design that effectively accommodates marketing messages and stimulates consumers' positive consumer behaviour in a business-friendly manner. Gamification and advergaming elements in e-commerce platforms are also significantly influenced by cognitive engagement, emotional engagement, and the user's external environment, such as monetary incentives and non-compulsory play. With advergames, a brand's ability to stick in the consumer's mind will increase. Prior to this study, there has been little research on the commercial sector's invention and application development of gamification, which adds to the body of knowledge regarding gamification in e-commerce.
广告游戏与电子商务消费者决策:系统文献网络分析
广告的无效归因于几个问题,包括刺激性和侵入性。本研究旨在调查广告游戏(广告游戏)的文献,以及如何利用这些文献来证明广告游戏对消费者行为的影响。作为VOS Viewer 1.6.17系统文献网络分析的一部分,我们配置Publish and Perish软件收集近10年的文献,并对其进行映射和聚类(SLNA)。通过对这些出版物的网络分析,发现了关键词共现网络。研究人员发现,广告游戏仍然可以在游戏设计中有效地容纳营销信息,并以一种商业友好的方式刺激消费者的积极消费行为。电子商务平台中的游戏化和广告游戏元素也受到认知参与、情感参与和用户外部环境(如金钱激励和非强制性游戏)的显著影响。有了广告游戏,品牌在消费者心中的影响力就会增强。在本研究之前,很少有关于商业部门游戏化的发明和应用开发的研究,这增加了关于电子商务游戏化的知识体系。
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