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Mind the game you set for better website patronage

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dc.contributor.author Krishna, Kriti
dc.contributor.author Bharadhwaj, Sivakumaran
dc.contributor.author Maheswarappa, S. Satish
dc.contributor.author Jha, Ankur
dc.date.accessioned 2023-05-05T17:12:09Z
dc.date.available 2023-05-05T17:12:09Z
dc.date.issued 2023-05-05
dc.identifier.citation Kriti Krishna, Bharadhwaj Sivakumaran, Satish S. Maheswarappa, and Ankur Jha (2023). Mind the game you set for better website patronage. European Journal of Marketing, 57(5), May 2023, 1560-1590. en_US
dc.identifier.issn 0309-0566
dc.identifier.uri https://doi.org/10.1108/EJM-04-2021-0247
dc.identifier.uri http://idr.iimranchi.ac.in:8080/xmlui/handle/123456789/1985
dc.description.abstract Purpose: This paper aims to develop a conceptual model to understand how different gamification designs (hedonic and utilitarian) evoke different emotions and impact subsequent patronage intentions for online consumers in different mindsets. Design/methodology/approach: The authors first conducted a content analysis study and then tested the model with two online experiments [both 2 × 2 factorial designs – gamification (hedonic/utilitarian) and mindset (implemental/deliberative), with different utilitarian and hedonic products]. Findings: Gamification with hedonic benefits influences website patronage intentions by evoking promotion emotions, while gamification with utilitarian benefits does so by evoking prevention emotions. Gamification with hedonic benefits has a stronger impact on consumers shopping with deliberative mindsets, while gamification with utilitarian benefits works better for those with implemental mindsets. Research limitations/implications: Future research may extend the present work by considering other types of gamification. Practical implications: Managerially, e-tailers may use gamification with hedonic aspects for consumers in deliberative mindsets and utilitarian aspects for those in implemental mindsets. Originality/value: To the best of the authors’ knowledge, this research is the first to draw a link between mindsets and gamification. This research is also the first to operationalize gamification as hedonic and utilitarian based on their design characteristics and to establish emotional consequences as an important link between gamification and user behaviors. en_US
dc.language.iso en en_US
dc.publisher European Journal of Marketing en_US
dc.subject Gamification en_US
dc.subject Mindsets en_US
dc.subject Emotions en_US
dc.subject Hedonic en_US
dc.subject Utilitarian en_US
dc.subject IIM Ranchi en_US
dc.title Mind the game you set for better website patronage en_US
dc.type Article en_US
dc.volume 57 en_US
dc.issue 5 en_US


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