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Hana ALDRIWI, Müge İRFANOĞLU
THE FACTORS AFFECTING GAMIFICATION CONSUMER’S INTENTION IN CONSUMER BEHAVIOUR
 
Nowadays; using the gamification tools or services considered as an upcoming approach in most fields such as educations, health care system, marketing and others. Due to the increased usage of the gamification concept to meet the consumers and the market requirement many companies tends to design their products and services with the same concept. However, how could those companies maintain their consumers’ attention, continuation and recommendation of usage of those products? The influence of certain factors on the Turkish consumers’ intention towards the gamification tools, this research submits an inclusive model which evaluates factors influencing consumers’ intention in consumer behaviour. Within the suggested model three independent variables Perceived Usability, Experience, Social Influence, besides one dependent variable Intention of using or recommend the gamification tool, with the mediation of Attitude towards the gamification tools or services. Quantitative research techniques were applied in this empirical study, a five-point Likert type online questionnaire was applied and collected 272 responded data were collected from Turkish people specifically from Istanbul city. In order to signify the relationship between the different variables, the research model was analysed with structural equation modelling techniques (SEM). Most of the hypotheses of this study were accepted and had a very high and significant impact on the intention of usage and purchasing of the gamification tools with the mediation effect of their attitude. Besides the significant impact between the mediator attitude and the dependent variable the intention of usage and purchasing of the gamification tools.

Anahtar Kelimeler: Gamification Tools, Perceived Usability, Experience, Social Influence, Attitude, Purchasing Intention



 


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