Araştırma Makalesi

LEVERAGING THE POWER OF GAMIFICATION IN CONSUMER DECISION MAKING: HEDONISM VS. UTILITARIAN

Cilt: 17 Sayı: 1 31 Ocak 2024
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LEVERAGING THE POWER OF GAMIFICATION IN CONSUMER DECISION MAKING: HEDONISM VS. UTILITARIAN

Öz

Purpose: In the realm of consumer behavior, various research has been conducted on the act of shopping, which is a common occurrence in consumer culture. Personal, environmental, and cultural variables, among others, have been found by researchers to affect shopping behavior. Among these elements are hedonistic and utilitarian shopping, two distinct forms of consumer behavior motivated by different motives and objectives. Understanding these distinctions may help merchants and marketing professionals modify their marketing efforts to fit the demands and preferences of their target clients. Moreover, gamification is a potent marketing strategy that may increase customer engagement, motivate desired actions, and deliver important consumer data. This article examines three particular facets of purchasing behavior: hedonic shopping, utilitarian shopping, and gamification. Methodology: In this study, which is based on the flow theory, the differences between the presence of gamification elements in terms of “hedonic shopping value and utilitarian shopping value” are mentioned. This study, which was prepared to determine what kind of changes occur in the purchasing behavior of consumers when gamification elements are included in the shopping process, is a longitudinal study in which data were collected in two different periods. Findings: According to the findings of this study, the application of gamification components in the shopping process induces behavioral changes in customers, alters their purchase preferences, and influences their decision-making. Discussion: It is suggested that the more gamification elements are incorporated into the shopping process, the more changes will occur in consumers' behavior, purchasing decision processes, and purchasing styles.

Anahtar Kelimeler

Kaynakça

  1. Abou-Shouk, M., & Soliman, M. (2021). The impact of gamification adoption intention on brand awareness and loyalty in tourism: the mediating effect of customer engagement. Journal of Destination Marketing & Management, 20, 100559.
  2. Agarwal, A., Hosanagar, K., & Smith, M. D. (2011). Location, location, location: An analysis of profitability of position in online advertising markets. Journal of marketing research, 48(6), 1057-1073.
  3. Al-Zyoud, M. F. (2021). The impact of gamification on consumer loyalty, electronic word-of mouth sharing and purchase behavior. Journal of Public Affairs, 21(3), 9, Article e2263. https://doi.org/10.1002/pa.2263
  4. Alba, J. W., & Williams, E. F. (2013). Pleasure principles: A review of research on hedonic consumption. Journal of Consumer Psychology, 23(1), 2-18.
  5. Ali, F. (2016). Hotel website quality, perceived flow, customer satisfaction and purchase intention. Journal of Hospitality and Tourism Technology, 7(2), 213-228.
  6. Aparicio, M., Costa, C. J., & Moises, R. (2021). Gamification and reputation: Key determinants of e-commerce usage and repurchase intention. Heliyon, 7(3), e06383
  7. Apostolopoulos, A. (2019). The 2019 Gamification at Work Survey (Gamification at Work, Issue. https://www.talentlms.com/blog/gamification-survey-results/
  8. Arnold, M. J., & Reynolds, K. E. (2003). Hedonic shopping motivations. Journal of Retailing, 79, 77-95.

Ayrıntılar

Birincil Dil

İngilizce

Konular

İşletme

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

31 Ocak 2024

Gönderilme Tarihi

4 Nisan 2023

Kabul Tarihi

19 Kasım 2023

Yayımlandığı Sayı

Yıl 2024 Cilt: 17 Sayı: 1

Kaynak Göster

APA
Yıldız, S. Y. (2024). LEVERAGING THE POWER OF GAMIFICATION IN CONSUMER DECISION MAKING: HEDONISM VS. UTILITARIAN. Pazarlama ve Pazarlama Araştırmaları Dergisi, 17(1), 171-198. https://izlik.org/JA64FM82NT
AMA
1.Yıldız SY. LEVERAGING THE POWER OF GAMIFICATION IN CONSUMER DECISION MAKING: HEDONISM VS. UTILITARIAN. PPAD. 2024;17(1):171-198. https://izlik.org/JA64FM82NT
Chicago
Yıldız, Selçuk Yasin. 2024. “LEVERAGING THE POWER OF GAMIFICATION IN CONSUMER DECISION MAKING: HEDONISM VS. UTILITARIAN”. Pazarlama ve Pazarlama Araştırmaları Dergisi 17 (1): 171-98. https://izlik.org/JA64FM82NT.
EndNote
Yıldız SY (01 Ocak 2024) LEVERAGING THE POWER OF GAMIFICATION IN CONSUMER DECISION MAKING: HEDONISM VS. UTILITARIAN. Pazarlama ve Pazarlama Araştırmaları Dergisi 17 1 171–198.
IEEE
[1]S. Y. Yıldız, “LEVERAGING THE POWER OF GAMIFICATION IN CONSUMER DECISION MAKING: HEDONISM VS. UTILITARIAN”, PPAD, c. 17, sy 1, ss. 171–198, Oca. 2024, [çevrimiçi]. Erişim adresi: https://izlik.org/JA64FM82NT
ISNAD
Yıldız, Selçuk Yasin. “LEVERAGING THE POWER OF GAMIFICATION IN CONSUMER DECISION MAKING: HEDONISM VS. UTILITARIAN”. Pazarlama ve Pazarlama Araştırmaları Dergisi 17/1 (01 Ocak 2024): 171-198. https://izlik.org/JA64FM82NT.
JAMA
1.Yıldız SY. LEVERAGING THE POWER OF GAMIFICATION IN CONSUMER DECISION MAKING: HEDONISM VS. UTILITARIAN. PPAD. 2024;17:171–198.
MLA
Yıldız, Selçuk Yasin. “LEVERAGING THE POWER OF GAMIFICATION IN CONSUMER DECISION MAKING: HEDONISM VS. UTILITARIAN”. Pazarlama ve Pazarlama Araştırmaları Dergisi, c. 17, sy 1, Ocak 2024, ss. 171-98, https://izlik.org/JA64FM82NT.
Vancouver
1.Selçuk Yasin Yıldız. LEVERAGING THE POWER OF GAMIFICATION IN CONSUMER DECISION MAKING: HEDONISM VS. UTILITARIAN. PPAD [Internet]. 01 Ocak 2024;17(1):171-98. Erişim adresi: https://izlik.org/JA64FM82NT