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Understanding consumer behavior in the multimedia context: incorporating gamification in VR-enhanced web system for tourism e-commerce

This study aims to investigate how gamification and virtual reality (VR)-enhanced web services can be integrated to influence consumer behavior in the context of tourism e-commerce. A gamified VR-enhanced tourism web system (VRTWS) was designed and developed for this investigation, while a research...

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Detalles Bibliográficos
Autores principales: Jang, Yu-Teng, Hsieh, Pei-Shan
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8223193/
https://www.ncbi.nlm.nih.gov/pubmed/34188604
http://dx.doi.org/10.1007/s11042-021-11149-8
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author Jang, Yu-Teng
Hsieh, Pei-Shan
author_facet Jang, Yu-Teng
Hsieh, Pei-Shan
author_sort Jang, Yu-Teng
collection PubMed
description This study aims to investigate how gamification and virtual reality (VR)-enhanced web services can be integrated to influence consumer behavior in the context of tourism e-commerce. A gamified VR-enhanced tourism web system (VRTWS) was designed and developed for this investigation, while a research framework with 12 hypotheses was proposed and empirically tested by adopting PLS-SEM approach to analyze 208 valid data collected from survey. The results reveal that both Enjoyment and Activation in Gamification significantly and positively affected Media Richness. Additionally, Media Richness significantly and positively affected both Usefulness and Ease of Use in using VR technology with gamification. Also, a user’s Perceived Value is not only positively affected by Usefulness and Ease of Use but also Interactivity and Immersion in a gamified VRTWS. Immersion was found to be positively affected by Presence. Through the positive effect on Satisfaction, user’s Perceived Value had positive effect on the Intention toward adoption. The proposed gamified VRTWS and the study results with implications are expected to be referenced by the researchers and practitioners for managing incorporation of gamification into designing, developing, and managing their VR-enhanced service in tourism e-commerce.
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spelling pubmed-82231932021-06-25 Understanding consumer behavior in the multimedia context: incorporating gamification in VR-enhanced web system for tourism e-commerce Jang, Yu-Teng Hsieh, Pei-Shan Multimed Tools Appl Article This study aims to investigate how gamification and virtual reality (VR)-enhanced web services can be integrated to influence consumer behavior in the context of tourism e-commerce. A gamified VR-enhanced tourism web system (VRTWS) was designed and developed for this investigation, while a research framework with 12 hypotheses was proposed and empirically tested by adopting PLS-SEM approach to analyze 208 valid data collected from survey. The results reveal that both Enjoyment and Activation in Gamification significantly and positively affected Media Richness. Additionally, Media Richness significantly and positively affected both Usefulness and Ease of Use in using VR technology with gamification. Also, a user’s Perceived Value is not only positively affected by Usefulness and Ease of Use but also Interactivity and Immersion in a gamified VRTWS. Immersion was found to be positively affected by Presence. Through the positive effect on Satisfaction, user’s Perceived Value had positive effect on the Intention toward adoption. The proposed gamified VRTWS and the study results with implications are expected to be referenced by the researchers and practitioners for managing incorporation of gamification into designing, developing, and managing their VR-enhanced service in tourism e-commerce. Springer US 2021-06-24 2021 /pmc/articles/PMC8223193/ /pubmed/34188604 http://dx.doi.org/10.1007/s11042-021-11149-8 Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2021 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Jang, Yu-Teng
Hsieh, Pei-Shan
Understanding consumer behavior in the multimedia context: incorporating gamification in VR-enhanced web system for tourism e-commerce
title Understanding consumer behavior in the multimedia context: incorporating gamification in VR-enhanced web system for tourism e-commerce
title_full Understanding consumer behavior in the multimedia context: incorporating gamification in VR-enhanced web system for tourism e-commerce
title_fullStr Understanding consumer behavior in the multimedia context: incorporating gamification in VR-enhanced web system for tourism e-commerce
title_full_unstemmed Understanding consumer behavior in the multimedia context: incorporating gamification in VR-enhanced web system for tourism e-commerce
title_short Understanding consumer behavior in the multimedia context: incorporating gamification in VR-enhanced web system for tourism e-commerce
title_sort understanding consumer behavior in the multimedia context: incorporating gamification in vr-enhanced web system for tourism e-commerce
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8223193/
https://www.ncbi.nlm.nih.gov/pubmed/34188604
http://dx.doi.org/10.1007/s11042-021-11149-8
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