The Effect of Perceived Socially Motivated Gamification on Purchase Intention: Does It Really Work?
Yıl 2016,
Cilt: 2 Sayı: 3, 15 - 25, 27.12.2016
Mehmet Yüksel
,
Ahmet Durmaz
Öz
Companies try to be innovative in
their relationships with customers. As organizations seek new ways to
differentiate themselves and to have more market share, gamification has
emerged as a new concept in their marketing efforts. Many third-party
organizations now utilize gamified services which grasp the attention and
interest of many potential customers with its game-like features. These
services form the basis of our research in understanding how people react to
such gamified experience. In order to gather data, survey method was
implemented to people who reside in Istanbul, use gamified websites, applications and mostly
under 25 years old. Results implicate that there is strong correlation between
users’ attitude towards gamification and their purchase intention regarding the
product which advertised in these gamified services. This paper contributes to
literature in a unique way in which a connection between purchase intention and
attitude towards gamification is proposed. Additionally, it is the first
empirical gamification research made in Turkey.
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