From players to citizens: Gamification in the E-commerce context

Jiahong Xu, Helen S. Du, Kathy Ning Shen

Research output: Contribution to conferencePaperpeer-review

Abstract

Based on the theory of psychological ownership and gamification affordance, this research developed a research model to investigate the relationship among gamification affordances, psychological ownership, and consumer citizenship behaviors. A survey was conducted to test the proposed model. The structural equation modeling was used to examine the hypotheses. Result demonstrates that psychological ownership is a significant factor affecting consumer citizenship behaviors in the e-commerce setting. The findings also confirmed the mediating effect of psychological ownership between gamification affordances and consumer citizenship behaviors. As such, gamified e-commerce can stimulate consumer citizenship behaviors by providing gamification affordances to foster psychological ownership. This research also offers implications from the theoretical and practical perspective.

Original languageEnglish
Publication statusPublished - 2020
Externally publishedYes
Event24th Pacific Asia Conference on Information Systems: Information Systems (IS) for the Future, PACIS 2020 - Dubai, United Arab Emirates
Duration: Jun 20 2020Jun 24 2020

Conference

Conference24th Pacific Asia Conference on Information Systems: Information Systems (IS) for the Future, PACIS 2020
Country/TerritoryUnited Arab Emirates
CityDubai
Period6/20/206/24/20

Keywords

  • Consumer citizenship behavior
  • E-commerce
  • Gamification affordance
  • Gamified information system
  • Psychological ownership

ASJC Scopus subject areas

  • Information Systems

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