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Bright-side and Dark-side Effects of Gamification on Consumers’ Adoption of Gamified Recommendation

  • School of Management, Harbin Institute of Technology
  • University of International Business and Economics

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Based on behavioral reasoning theory, this study explores both bright-side and dark-side effects of gamification on consumers adoption of gamified recommendation. We conducted a survey of consumers experiencing the gamification of “2021 Double Eleven” shopping festival and collected 357 valid questionnaires. Structural equation modeling method was used to examine our research model. Our empirical results suggest that entertainment and social interaction are positively associated with consumers’ favorable attitude toward gamification, while perceived cost, social anxiety and ambiguity confusion are dark sides of gamification causing more consumer fatigue. Positive consumer attitude was found to significantly affect adoption of purchase recommendation and usage recommendation, which can be moderated by consumer past shopping experience and similar game experience. The results presented here may provide scholars and practitioners with a comprehensive, workable understanding of gamification.

Original languageEnglish
Title of host publicationPacific Asia Conference on Information Systems, PACIS 2022
PublisherAssociation for Information Systems
ISBN (Print)9781958200018
StatePublished - 2022
Externally publishedYes
Event26th Pacific Asia Conference on Information Systems, PACIS 2022 - Virtual, Online
Duration: 5 Jul 20229 Jul 2022

Publication series

NamePacific Asia Conference on Information Systems
ISSN (Electronic)2689-6354

Conference

Conference26th Pacific Asia Conference on Information Systems, PACIS 2022
CityVirtual, Online
Period5/07/229/07/22

Keywords

  • Gamification
  • adoption of recommendation
  • behavioral reasoning theory
  • double eleven

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