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Exploring Gamification for Live-Streaming Shopping—Influence of Reward, Competition, Presence and Immersion on Purchase Intention
16 references·0 citing·38 second hopsampled
Exploring Gamification for Live-Streaming Shopping—Influence of Reward, Competition, Presence and Immersion on Purchase Intention (2023)Exploring Gamification for Live-Streaming…Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Revealing the theoretical bas…Live streaming commerce and consumers’ purchase intention: An uncertainty reduction perspective (2021)Live streaming commerce and c…The effects of match-ups on the consumer attitudes toward internet celebrities and their live streaming contents in the context of product endorsement (2019)The effects of match-ups on t…How live streaming influences purchase intentions in social commerce: An IT affordance perspective (2019)How live streaming influences…The role of live streaming in building consumer trust and engagement with social commerce sellers (2018)The role of live streaming in…What drives live-stream usage intention? The perspectives of flow, entertainment, social interaction, and endorsement (2017)What drives live-stream usage…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…S-D logic–informed customer engagement: integrative framework, revised fundamental propositions, and application to CRM (2016)S-D logic–informed customer e…Social presence, trust, and social commerce purchase intention: An empirical research (2015)Social presence, trust, and s…Defining gamification (2012)Defining gamificationFrom game design elements to gamefulness (2011)From game design elements to …Strategic Management Theory: An Integrated Approach (2003)Strategic Management Theory: …Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Common method biases in behav…Accounting for common method variance in cross-sectional research designs. (2001)Accounting for common method …Structural equation modeling in practice: A review and recommended two-step approach. (1988)Structural equation modeling …Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Work and motivation (1964)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-Reports in Organizational Research: Problems and Prospects (1986)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Two new Later Stone Age sites from the Final Pleistocene in the Falémé Valley, eastern Senegal (2024)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Evolving to a New Dominant Logic for Marketing (2003)Structural Equations with Latent Variables. (1991)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Sources of Method Bias in Social Science Research and Recommendations on How to Control It (2011)Common Method Bias in PLS-SEM (2015)Construct validity in psychological tests. (1955)Review of Psychometric theory (2nd ed.). (1979)Significance tests and goodness of fit in the analysis of covariance structures. (1980)PLS-SEM: Indeed a Silver Bullet (2011)On the Evaluation of Structural Equation Models (1988)The Commitment-Trust Theory of Relationship Marketing (1994)The dynamic effect of interactivity on customer engagement behavior through tie strength: Evidence from live streaming commerce platforms (2020)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Consumers acceptance of artificially intelligent (AI) device use in service delivery (2019)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Live streaming commerce from the sellers’ perspective: implications for online relationship marketing (2020)How social presence influences impulse buying behavior in live streaming commerce? The role of S-O-R theory (2021)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023 (2024)A General Approach to Confirmatory Maximum Likelihood Factor Analysis (1969)Intraclass Reliability Estimates: Testing Structural Assumptions (1974)When to use and how to report the results of PLS-SEM (2018)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error113,385 cited
  • 2003Common method biases in behavioral research: A critical review of the literature and recommended remedies.84,999 cited
  • 1988Structural equation modeling in practice: A review and recommended two-step approach.42,320 cited
  • 2011From game design elements to gamefulness11,928 cited
  • 2001Accounting for common method variance in cross-sectional research designs.8,541 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research2,229 cited
  • 2018The role of live streaming in building consumer trust and engagement with social commerce sellers1,700 cited
  • 2012Defining gamification1,343 cited
  • 2021Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning1,322 cited
  • 2019How live streaming influences purchase intentions in social commerce: An IT affordance perspective1,189 cited
  • 2015Social presence, trust, and social commerce purchase intention: An empirical research1,110 cited
  • 2016S-D logic–informed customer engagement: integrative framework, revised fundamental propositions, and application to CRM1,051 cited
  • 2003Strategic Management Theory: An Integrated Approach834 cited
  • 2017

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What drives live-stream usage intention? The perspectives of flow, entertainment, social interaction, and endorsement
810 cited
  • 2019The effects of match-ups on the consumer attitudes toward internet celebrities and their live streaming contents in the context of product endorsement743 cited
  • 2021Live streaming commerce and consumers’ purchase intention: An uncertainty reduction perspective726 cited
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