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The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing
As information technology continues to provide a platform for any business willing to engage in diverse channels, it has ushered in a continuous evolution of ways to attract and maintain a given customer base. One of the latest trends seen in the retailing industry is the implementation of an omnich...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Frontiers Media S.A.
2020
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7367086/ https://www.ncbi.nlm.nih.gov/pubmed/32754099 http://dx.doi.org/10.3389/fpsyg.2020.01664 |
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author | Kim, Cheong Costello, Francis Joseph Lee, Kun Chang |
author_facet | Kim, Cheong Costello, Francis Joseph Lee, Kun Chang |
author_sort | Kim, Cheong |
collection | PubMed |
description | As information technology continues to provide a platform for any business willing to engage in diverse channels, it has ushered in a continuous evolution of ways to attract and maintain a given customer base. One of the latest trends seen in the retailing industry is the implementation of an omnichannel business strategy. As a result, the number of businesses now implementing such a strategy has led to a lack of differentiation amongst competitors. Therefore, it is no surprise that omnichannel retailers have had to rethink and acquire a new competitive advantage through the exploration of new and innovative strategic activities. Prior work on services has shown gamification to be a successful strategy in enhancing customer loyalty, promoting positive word-of-mouth, and enhancing greater engagement with the offered service. Also, offering hedonic values (one of gamification’s main premises) has been an effective strategy for engaging customers as well as promoting repeat purchase intentions. Despite this, the potential effects of gamification within an omnichannel setting is not yet explored, and thus the rationale of this study. In exploring this gap, we employed means-end chain theory as a basis in which to discover the potential of gamification. Additionally, as gamification is a novel method in omnichannel research, this paper strived to explore the moderating effect of the novelty-seeking traits and unobserved heterogeneous behaviors of consumers. This research was based on 440 valid questionnaires in a survey dataset from Amazon M-Turk. The results provided strong evidence of the underlying proposition within the research models. Specifically, this study showed that gamification could be a potential unique feature used for engaging consumers onto one’s platform, especially consumers with a novelty-seeking trait. We did, however, find that this finding does not apply to the case for all consumers. Therefore, the implication of this research suggests to practitioners that its implementation should be approached through an opt-in rather than a compulsory option. |
format | Online Article Text |
id | pubmed-7367086 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-73670862020-08-03 The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing Kim, Cheong Costello, Francis Joseph Lee, Kun Chang Front Psychol Psychology As information technology continues to provide a platform for any business willing to engage in diverse channels, it has ushered in a continuous evolution of ways to attract and maintain a given customer base. One of the latest trends seen in the retailing industry is the implementation of an omnichannel business strategy. As a result, the number of businesses now implementing such a strategy has led to a lack of differentiation amongst competitors. Therefore, it is no surprise that omnichannel retailers have had to rethink and acquire a new competitive advantage through the exploration of new and innovative strategic activities. Prior work on services has shown gamification to be a successful strategy in enhancing customer loyalty, promoting positive word-of-mouth, and enhancing greater engagement with the offered service. Also, offering hedonic values (one of gamification’s main premises) has been an effective strategy for engaging customers as well as promoting repeat purchase intentions. Despite this, the potential effects of gamification within an omnichannel setting is not yet explored, and thus the rationale of this study. In exploring this gap, we employed means-end chain theory as a basis in which to discover the potential of gamification. Additionally, as gamification is a novel method in omnichannel research, this paper strived to explore the moderating effect of the novelty-seeking traits and unobserved heterogeneous behaviors of consumers. This research was based on 440 valid questionnaires in a survey dataset from Amazon M-Turk. The results provided strong evidence of the underlying proposition within the research models. Specifically, this study showed that gamification could be a potential unique feature used for engaging consumers onto one’s platform, especially consumers with a novelty-seeking trait. We did, however, find that this finding does not apply to the case for all consumers. Therefore, the implication of this research suggests to practitioners that its implementation should be approached through an opt-in rather than a compulsory option. Frontiers Media S.A. 2020-07-10 /pmc/articles/PMC7367086/ /pubmed/32754099 http://dx.doi.org/10.3389/fpsyg.2020.01664 Text en Copyright © 2020 Kim, Costello and Lee. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Kim, Cheong Costello, Francis Joseph Lee, Kun Chang The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing |
title | The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing |
title_full | The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing |
title_fullStr | The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing |
title_full_unstemmed | The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing |
title_short | The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing |
title_sort | unobserved heterogeneneous influence of gamification and novelty-seeking traits on consumers’ repurchase intention in the omnichannel retailing |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7367086/ https://www.ncbi.nlm.nih.gov/pubmed/32754099 http://dx.doi.org/10.3389/fpsyg.2020.01664 |
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