The Influence of Gamification on Online Consumers’ Attitude and Intention to Purchase Fast Moving Consumer Goods

dc.contributor.authorDhahak, Kaouther
dc.contributor.authorHuseynov, Farid
dc.date.accessioned2025-10-29T13:02:50Z
dc.date.issued2020
dc.departmentFakülteler, İşletme Fakültesi, İşletme Bölümü
dc.description.abstractIn the world of business, gamification is considered to be a quick-rising technique, with numerous organizations embracing gaming techniques and game-stylerewards to grow customer interest and engagement and influence customer’s attitude toward their brands. This study has investigated the factors of gamification influencing online customers' attitudes and intentions to purchase fast moving consumer goods (FMCG). This study presents a research model based on the Technology Acceptance Model (TAM) and previous empirical studies. There are seven factors in this model which are perceived ease of use, perceived usefulness, perceived enjoyment, perceived social influence, perceived trust, attitude and intention. Four out of seven factors are independent variables and attitude is mediator variable in the proposed research model. This study used quantitative research techniques and study data was collected from 200 participants who downloaded the gamified Oreo application, played with the app for certain duration, and later filled the study questionnaire. Collected data were analyzed with confirmatory factor analysis (CFA) and structural equation modeling (SEM) in AMOS statistical software. In this study, it has been found that perceived usefulness, perceived social influence, and perceived enjoyment positively influence attitude. However, it has been found that perceived ease of use does not influence attitude and perceived usefulness does not influence purchase intention. Trust and perceived ease of usehavebeenfoundtopositivelyinfluenceperceivedusefulnessyetperceived enjoyment has not been found to influence perceived usefulness.
dc.identifier.doi10.20409/berj.2020.281
dc.identifier.endpage791
dc.identifier.issn2619-9491
dc.identifier.issue3
dc.identifier.startpage769
dc.identifier.trdizinid410443
dc.identifier.urihttps://doi.org/10.20409/berj.2020.281
dc.identifier.urihttps://search.trdizin.gov.tr/tr/yayin/detay/410443
dc.identifier.urihttps://hdl.handle.net/20.500.14854/15383
dc.identifier.volume11
dc.indekslendigikaynakTR-Dizin
dc.language.isoen
dc.relation.ispartofBusiness and Economics Research Journal
dc.relation.publicationcategoryMakale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_TR_20251020
dc.subjectİşletme
dc.subjectİktisat
dc.subjectPsikoloji
dc.titleThe Influence of Gamification on Online Consumers’ Attitude and Intention to Purchase Fast Moving Consumer Goods
dc.typeArticle

Dosyalar