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Gamification and online consumer decisions: Is the game over?

dc.contributor.authorTobon, Sandra
dc.contributor.authorRuiz Alba, José L.
dc.contributor.authorGarcía De Madariaga Miranda, Jesús
dc.date.accessioned2025-01-28T09:48:05Z
dc.date.available2025-01-28T09:48:05Z
dc.date.issued2020-01
dc.description.abstractConsumption can be more than just a necessity; it can become a leisure activity. With the emergence of e-commerce and social media, products and services are just one click away; a trend that is further driven by gamified systems. This research aims to systematically analyze the most relevant academic literature on gamification, to establish if it influences online consumer decisions and, if so, which elements, mechanisms, and theories can explain it. After a thorough search from Web of Science and Scopus databases using SciMAT, 257 papers were analyzed. Twenty-nine (29) of the 36 papers found show empirical evidence that the inclusion of game elements in non-game activities has a significant influence on consumer engagement and online consumer decisions in digital contexts. Moreover, rewards and challenges were identified as the two most used mechanisms, with points, badges, and leaderboards being the most tested gamification elements. The Self-Determination Theory (SDT) and the Technology Acceptance Model (TAM) are the two most common theoretical explanations for why gamification works. Lastly, possible future studies to include thematic, methodological and theoretical agendas were discussed.
dc.description.departmentDepto. de Marketing
dc.description.facultyFac. de Ciencias Económicas y Empresariales
dc.description.refereedTRUE
dc.description.statuspub
dc.identifier.citationTobon, S., Ruiz-Alba, J. L., & García-Madariaga, J. (2020). Gamification and online consumer decisions: Is the game over? Decision Support Systems, 128, 113167. https://doi.org/10.1016/j.dss.2019.113167
dc.identifier.doi10.1016/j.dss.2019.113167
dc.identifier.essn1873-5797
dc.identifier.issn0167-9236
dc.identifier.officialurlhttps://doi.org/10.1016/j.dss.2019.113167
dc.identifier.urihttps://hdl.handle.net/20.500.14352/116513
dc.issue.number113167
dc.journal.titleDecision Support Systems
dc.language.isoeng
dc.publisherElsevier
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject.keywordGamification
dc.subject.keywordSystematic review
dc.subject.keywordSelf-Determination Theory
dc.subject.keywordMechanisms
dc.subject.keywordElements
dc.subject.keywordOnline consumer decisions
dc.subject.ucmMarketing
dc.subject.unesco5311.05 Marketing (Comercialización)
dc.titleGamification and online consumer decisions: Is the game over?
dc.typejournal article
dc.type.hasVersionAM
dc.volume.number128
dspace.entity.typePublication
relation.isAuthorOfPublicationbe842692-e2d3-42d0-988c-abdae34b9d28
relation.isAuthorOfPublication.latestForDiscoverybe842692-e2d3-42d0-988c-abdae34b9d28

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