通过社交媒体提供的有形和无形商品的游戏机制和美学差异

IF 1.9 Q3 BUSINESS
Fortesa Haziri, M. Chovancová, Faton Fetahu
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引用次数: 6

摘要

公司渴望通过提供产品和服务来满足消费者的需求、欲望和愿望。由于全球化和数字化,世界成为一个小村庄,促进了全球范围内产品/服务的可获得性。此外,通过社交平台的在线购买反映了传统的购买过程。游戏化、游戏技术和元素已被应用于不同领域,以吸引和激励众多国家和文化的消费者、学生和最终用户。游戏化被认为是游戏技术和游戏元素在非游戏环境中的应用。由于需要探索和解释变量、现象和理论,它在不同的模型中进行了调整。游戏机制作为游戏元素之一,应用于不同学科,达到更好的表现,富有成效的协作,积极热情的参与,创造愉快、愉悦、娱乐的环境。美学被描述为游戏在玩家心中唤起的感官部分。为了确定通过社交媒体购买游戏的消费者在应用游戏机制和美学时的差异,我们采用了卡方检验。结果估计,作为变量的产品和服务之间的关联在统计上不显著,它们之间的关系是弱的或缓和的。这项研究的结果对私营公司和其他感兴趣的利益相关者很有用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Game mechanics and aesthetics differences for tangible and intangible goods provided via social media
Abstract Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, end-users in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It’s been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders.
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来源期刊
CiteScore
6.20
自引率
2.70%
发文量
25
审稿时长
10 weeks
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