用技术接受模型解释电子商务中的品牌态度和忠诚意向:以游戏化为例

Nadia Nila Sari
{"title":"用技术接受模型解释电子商务中的品牌态度和忠诚意向:以游戏化为例","authors":"Nadia Nila Sari","doi":"10.21002/amj.v14i1.1151","DOIUrl":null,"url":null,"abstract":"Manuscript type: Research Article Research Aims: This paper analyzes the role of the Technology Acceptance Model (TAM), perceived enjoyment, perceived social influence, consumer intention to engage, and brand loyalty in the context of gamification in e-commerce. Design/methodology/approach: Online survey was conducted to collect data, and Partial Least Square (PLS) was used to analyze the effects among variables. Research Findings: The study found that perceived usefulness, perceived social influence, and perceived enjoyment had a positive effect on brand attitude, while perceived ease of use had an insignificant effect on brand attitude. The brand attitude was found to have a significant effect on loyalty intention. Theoretical Contribution/Originality: This research elaborated on the role of TAM in using the gamification method for intention to engage, brand attitude, and its effect on loyalty intention. Practitioner/Policy Implication: The company that applies gamification should develop a fun and interesting game to create engagement. Emotional bonding and a positive consumer feeling must be maintained to build consumer loyalty. Research limitation/Implications: The external factor such as subjective norm, design, image, job relevance, technology efficacy influence, the level of perceived usefulness, and ease of use. Keywords: Technology Acceptance Model (TAM), perceived enjoyment, perceived social influence, brand loyalty, gamification, e-commerce.","PeriodicalId":30884,"journal":{"name":"Asean Marketing Journal","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Use of Technology Acceptance Model to Explain Brand Attitude and Loyalty Intention in E-Commerce: The Gamification Case\",\"authors\":\"Nadia Nila Sari\",\"doi\":\"10.21002/amj.v14i1.1151\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Manuscript type: Research Article Research Aims: This paper analyzes the role of the Technology Acceptance Model (TAM), perceived enjoyment, perceived social influence, consumer intention to engage, and brand loyalty in the context of gamification in e-commerce. Design/methodology/approach: Online survey was conducted to collect data, and Partial Least Square (PLS) was used to analyze the effects among variables. Research Findings: The study found that perceived usefulness, perceived social influence, and perceived enjoyment had a positive effect on brand attitude, while perceived ease of use had an insignificant effect on brand attitude. The brand attitude was found to have a significant effect on loyalty intention. Theoretical Contribution/Originality: This research elaborated on the role of TAM in using the gamification method for intention to engage, brand attitude, and its effect on loyalty intention. Practitioner/Policy Implication: The company that applies gamification should develop a fun and interesting game to create engagement. Emotional bonding and a positive consumer feeling must be maintained to build consumer loyalty. Research limitation/Implications: The external factor such as subjective norm, design, image, job relevance, technology efficacy influence, the level of perceived usefulness, and ease of use. Keywords: Technology Acceptance Model (TAM), perceived enjoyment, perceived social influence, brand loyalty, gamification, e-commerce.\",\"PeriodicalId\":30884,\"journal\":{\"name\":\"Asean Marketing Journal\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-06-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Asean Marketing Journal\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.21002/amj.v14i1.1151\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Asean Marketing Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21002/amj.v14i1.1151","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

手稿类型:研究文章研究目的:本文分析了电子商务游戏化背景下技术接受模型(TAM)、感知享受、感知社会影响力、消费者参与意愿和品牌忠诚度的作用。设计/方法/方法:进行在线调查以收集数据,并使用偏最小二乘法(PLS)分析变量之间的影响。研究结果:研究发现,感知有用性、感知社会影响力和感知享受对品牌态度有积极影响,而感知易用性对品牌态度的影响不显著。品牌态度对忠诚意向有显著影响。理论贡献/原创性:本研究阐述了TAM在使用游戏化方法进行参与意图、品牌态度及其对忠诚度意图的影响方面的作用。从业者/政策含义:应用游戏化的公司应该开发一款有趣的游戏来创造参与度。必须保持情感纽带和积极的消费者感觉,以建立消费者忠诚度。研究局限性/影响:外部因素,如主观规范、设计、形象、工作相关性、技术效能影响、感知有用性水平和易用性。关键词:技术接受模型(TAM),感知享受,感知社会影响力,品牌忠诚度,游戏化,电子商务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Use of Technology Acceptance Model to Explain Brand Attitude and Loyalty Intention in E-Commerce: The Gamification Case
Manuscript type: Research Article Research Aims: This paper analyzes the role of the Technology Acceptance Model (TAM), perceived enjoyment, perceived social influence, consumer intention to engage, and brand loyalty in the context of gamification in e-commerce. Design/methodology/approach: Online survey was conducted to collect data, and Partial Least Square (PLS) was used to analyze the effects among variables. Research Findings: The study found that perceived usefulness, perceived social influence, and perceived enjoyment had a positive effect on brand attitude, while perceived ease of use had an insignificant effect on brand attitude. The brand attitude was found to have a significant effect on loyalty intention. Theoretical Contribution/Originality: This research elaborated on the role of TAM in using the gamification method for intention to engage, brand attitude, and its effect on loyalty intention. Practitioner/Policy Implication: The company that applies gamification should develop a fun and interesting game to create engagement. Emotional bonding and a positive consumer feeling must be maintained to build consumer loyalty. Research limitation/Implications: The external factor such as subjective norm, design, image, job relevance, technology efficacy influence, the level of perceived usefulness, and ease of use. Keywords: Technology Acceptance Model (TAM), perceived enjoyment, perceived social influence, brand loyalty, gamification, e-commerce.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
审稿时长
20 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信