4.6 Article

Gamification for consumer loyalty: An exploration of unobserved heterogeneity in gamified esports social live streaming

期刊

TELEMATICS AND INFORMATICS
卷 85, 期 -, 页码 -

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ELSEVIER
DOI: 10.1016/j.tele.2023.102062

关键词

Game; Technology acceptance model; PLS-SEM; FIMIX-PLS; PLS-POS

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This study surveyed esports consumers to explore the relationships between gamification dimensions, TAM determinants, and SLS platform loyalty. The findings revealed the effectiveness of gamification and heterogeneity among esports consumers, providing important insights for theory and management.
Esports has been boosted by the proliferation of gamified social live streaming (SLS) platforms over the past few years. While previous research has recognized the complexity of gamification, limited scholarship has examined gamification effectiveness in terms of consumer loyalty in esports. Through the lens of technology acceptance model (TAM), the current study surveyed esports consumers of two SLS platforms (n = 583) to explore the relationships between gamifi-cation dimensions, TAM determinants, and SLS platform loyalty. We examined the structural model on both aggregate and segment-specific levels and revealed the existence of unobserved heterogeneity in the model's paths and observations. The findings provided unique insights into gamification effectiveness and esports consumer heterogeneity. Theoretical and managerial im-plications were discussed accordingly.

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