Abstract
Encouraging online consumers to perform the voluntary extra-role behaviour, so called “consumer citizenship behaviour”, is crucial to organizational performance in the modern society. With the increasing adoption of gamification in the online environment, consumers are stimulated to perform such citizenship behaviours like recommendations, helping others and feedback. Drawing on the “Affordances-Psychological Outcomes-Behavioural Outcomes” framework and related literature, this study examines the relationships among perceived gamification affordances, psychological ownership and consumer citizenship behaviour. Based on the survey of 387 gamified MiniApps consumers in the e-commerce platforms, structural equation modelling is used to examine the model, and the results support most hypotheses. The research extends our understanding of the direct and indirect effects of perceived gamification affordances on consumer citizenship behaviour, and the mediating role of psychological ownership.
Original language | English |
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Article number | 102477 |
Journal | International Journal of Information Management |
Volume | 64 |
DOIs | |
Publication status | Published - Jun 2022 |
Externally published | Yes |
Keywords
- Consumer citizenship behaviour
- E-commerce
- Gamified information systems
- Perceived gamification affordance
- Psychological ownership
ASJC Scopus subject areas
- Management Information Systems
- Information Systems
- Computer Networks and Communications
- Marketing
- Information Systems and Management
- Library and Information Sciences
- Artificial Intelligence