政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/74635
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  全文笔数/总笔数 : 113303/144284 (79%)
造访人次 : 50772280      在线人数 : 741
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜寻范围 查询小技巧:
  • 您可在西文检索词汇前后加上"双引号",以获取较精准的检索结果
  • 若欲以作者姓名搜寻,建议至进阶搜寻限定作者字段,可获得较完整数据
  • 进阶搜寻
    政大機構典藏 > 商學院 > 資訊管理學系 > 會議論文 >  Item 140.119/74635


    请使用永久网址来引用或连结此文件: https://nccur.lib.nccu.edu.tw/handle/140.119/74635


    题名: An understanding of the impact of gamification on purchase intentions
    作者: Shang, Shari S. C.;Lin, K.Y.
    尚孝純
    贡献者: 資管系
    关键词: Game design elements;Gamification;Purchase intention
    Case analysis;Design elements;Diverse applications;Game design;Game elements;Gamification;Purchase intention;Telecommunication technologies;Design;Industry;Information systems;Purchasing;Sales
    日期: 2013
    上传时间: 2015-04-16 17:36:29 (UTC+8)
    摘要: Gamification is a diverse application of game elements implemented by firms in various circumstances to motivate customers for frequent and loyal patronage. Due to the advancement of information and telecommunication technologies, more dynamic and interactive gamified experiences have been developed as strategies to retain customers and encourage repeat purchasing. As the increasing application of social and mobile games plays important trends in culture today, enterprises need to understand the value of adding the elements of games into customer`s every encounter. This study consolidates the different gamification design elements and demographics to explore purchase intentions of customers of different types. We reviewed the literature about game design and identified seven motivational elements that have been incorporated in the design of gamification. Using case analysis, we verified these elements and proposed hypotheses about gamification design for customers of different attributes. Further study is planned to test the hypotheses by collecting responses from 500 participants regarding their perceptions of the elements of the gamification activities. It`s hoped that the findings can provide a basis for enterprises to leverage the emerging strategy properly.
    關聯: 19th Americas Conference on Information Systems, AMCIS 2013 - Hyperconnected World: Anything, Anywhere, Anytime,Volume 1, 2013, Pages 439-448; Chicago, IL; United States; 15 August 2013 到 17 August 2013;
    数据类型: conference
    显示于类别:[資訊管理學系] 會議論文

    文件中的档案:

    档案 描述 大小格式浏览次数
    index.html0KbHTML2960检视/开启


    在政大典藏中所有的数据项都受到原著作权保护.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 回馈