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Does Gamification Increase Purchase Intention? A Systematic Review

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HCI in Games (HCII 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13334))

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Abstract

In recent years, application of gamification methods in e-business activities has become an increasingly common phenomenon. Based on the assumption that gamification can promote purchase intention, the use of gamification design in commercial activities has become more and more common. This study attempts to address some questions that are fundamental yet have not been clearly answered through systematic review, such as (1) whether there is empirical evidence showing that gamification has an impact on purchase intention; (2) whether there is research evidence showing which mediator/moderator variables used by gamification affect purchase intention; and (3) which gamification features are used in existing researches and whether there is empirical evidence showing that they have direct or indirect impacts on purchase intention. The literature search hits 164 results, and 25 articles were finally included in the full paper review. The results show that there is adequate evidence to support the existing hypothesis, which is gamification can influence purchase intention through perceived value. Further details of results and discussion were concluded in the article. Recommendations for future research of gamification and purchase intention in e-business context were provided as well.

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Correspondence to Yichen Gao .

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Appendix A. Full List of the Reviewed Publications

Appendix A. Full List of the Reviewed Publications

ID

Full citation

A1

Hamari, Juho, Hanner, N., & Koivisto, J. (2020). “Why pay premium in freemium services?” A study on perceived value, continued use and purchase intentions in free-to-play games. International Journal of Information Management, 51(November 2018), 102040

A2

Hamari, J. (2015). Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. International Journal of Information Management, 35(3), 299–308

A3

Jimenez, N., San-Martin, S., Camarero, C., & San Jose Cabezudo, R. (2019). What kind of video gamer are you? Journal of Consumer Marketing, 36(1), 218–227

A4

Hsiao, K. L., & Chen, C. C. (2016). What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty. Electronic Commerce Research and Applications, 16, 18–29

A5

Hamari, J, Malik, A., Koski, J., & Johri, A. (2019). Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? International Journal of Human-Computer Interaction, 35(9), 804–819

A6

Chen, H., & Chen, H. (2020). Understanding the relationship between online self-image expression and purchase intention in SNS games: A moderated mediation investigation. Computers in Human Behavior, 112

A7

Catalán, Sara, Martínez, E., & Wallace, E. (2019). The role of flow for mobile advergaming effectiveness. Online Information Review, 43(7), 1228–1244

A8

Catalán, S, Martínez, E., & Wallace, E. (2019). Analysing mobile advergaming effectiveness: the role of flow, game repetition and brand familiarity. Journal of Product and Brand Management, 28(4), 502–514

A9

Wu, S.-L., & Hsu, C.-P. (2018). Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention. Journal of Business Research, 92, 242–249

A10

Zhu, D. H., & Chang, Y. P. (2015). Effects of interactions and product information on initial purchase intention in product placement in social games: The moderating role of product familiarity. Journal of Electronic Commerce Research, 16(1), 22–33

A11

Moirn, R., Léger, P. M., Senecal, S., Roberge, M. C. B., Lefebvre, M., & Fredette, M. (2016). The effect of game tutorial: A comparison between casual and hardcore gamers. CHI PLAY 2016 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play Companion, 229–237

A12

Balakrishnan, J., & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87(June), 238–246

A13

Kim, C., Costello, F. J., & Lee, K. C. (2020). The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing. Frontiers in Psychology, 11

A14

Jin, W., Sun, Y., Wang, N., & Zhang, X. (2017). Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement. Internet Research, 27(2), 408–427

A15

Huang, T., Bao, Z., & Li, Y. (2017). Why do players purchase in mobile social network games? An examination of customer engagement and of uses and gratifications theory. Program, 51(3), 259–277

A16

Huang, E. (2012). Online experiences and virtual goods purchase intention. Internet Research, 22(3), 252–274

A17

Wang, L., Gao, Y., Yan, J., & Qin, J. (2020). From freemium to premium: the roles of consumption values and game affordance. Information Technology and People

A18

Ghazali, E., Mutum, D. S., & Woon, M. Y. (2019). Exploring player behavior and motivations to continue playing Pokémon GO. Information Technology and People, 32(3), 646–667

A19

Hsieh, J.-K., & Tseng, C.-Y. (2018). Exploring social influence on hedonic buying of digital goods - Online games’ virtual items. Journal of Electronic Commerce Research, 19(2), 164–185

A20

Jang, M., Lee, R., & Yoo, B. (2019). Does fun or freebie increase in-app purchase?: Analyzing effects of enjoyment and item experience intention to purchase mobile game contents. Information Systems and E-Business Management

A21

Chen, H. J., & Sun, T. H. (2014). Clarifying the impact of product scarcity and perceived uniqueness in buyers’ purchase behavior of games of limited-amount version. Asia Pacific Journal of Marketing and Logistics, 26(2), 232–249

A22

Shelton, J., & Chiliya, N. (2014). Brand endorsements: An exploratory study into the effectiveness of using video game characters as brand endorsers. Mediterranean Journal of Social Sciences, 5(14), 260–275

A23

Bittner, J. V, & Shipper, J. (2014). Motivational effects and age differences of gamification in product advertising. Journal of Consumer Marketing, 31(5), 391–400

A24

Hsiao, K. L., Lytras, M. D., & Chen, C. C. (2019). An in-app purchase framework for location-based AR games: the case of Pokémon Go. Library Hi Tech, 38(3), 638–653

A25

Lee, K. C., & Park, B. W. (2010). A general Bayesian network approach to analyzing online game item values and its influence on consumer satisfaction and purchase intention. Communications in Computer and Information Science, 114 CCIS, 53–62

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Gao, Y., Wu, Z. (2022). Does Gamification Increase Purchase Intention? A Systematic Review. In: Fang, X. (eds) HCI in Games. HCII 2022. Lecture Notes in Computer Science, vol 13334. Springer, Cham. https://doi.org/10.1007/978-3-031-05637-6_20

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  • DOI: https://doi.org/10.1007/978-3-031-05637-6_20

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-05636-9

  • Online ISBN: 978-3-031-05637-6

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