IES Management College And Research Centre

A Study of Factors Affecting Consumer Behavioural Intentions Towards Adoption of Gamification (Record no. 49566)

MARC details
000 -LEADER
fixed length control field nam a22 4500
003 - CONTROL NUMBER IDENTIFIER
control field OSt
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20180406175752.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
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100 ## - MAIN ENTRY--PERSONAL NAME
Personal name Gupta, Rajni
9 (RLIN) 31045
245 ## - TITLE STATEMENT
Title A Study of Factors Affecting Consumer Behavioural Intentions Towards Adoption of Gamification
300 ## - PHYSICAL DESCRIPTION
Extent 7-19 p.
520 ## - SUMMARY, ETC.
Summary, etc Advanced technology with a high degree of accessibility of the Internet across countries has led to the emergence of e-commerce and m-commerce. The global brands and the start-ups are equally attracted to this change in the way the goods and services can be marketed, making market access through the Internet a core part of the strategy for marketers. The same has led to various digital promotional techniques for customer engagement. Among various digital promotional techniques, gamification is one technique where customers are expected to play online games to win the reward points for getting discounts for their purchases. An attempt was made to identify various factors influencing the consumer behavioural intentions towards adoption of gamification as one of the means to get products at discounted prices. In this study, factor analysis was used to find the major factors that influence the consumer behavioural intentions to adopt gamification as one of the digital promotional techniques. The study found eight major factors that influence the adoption of gamification, they are Personal Perspective, Usefulness, Easy to Use, Price Consciousness, Perceived Critical Mass, Flow Experience, Awareness, and Personal Innovativeness. This study brought in a different perspective by exploring the role of possible factors influencing gamification adoption in the Indian market, helping marketers, the major factors, and their influence on the consumer's behavioural intentions of adoption of gamification as one of the digital promotion techniques.
653 ## - INDEX TERM--UNCONTROLLED
Uncontrolled term Gamification
Uncontrolled term Price Consciousness
Uncontrolled term Usefulness, Awareness
Uncontrolled term Personal Perspective
Uncontrolled term Perceived Critical Mass
Uncontrolled term Easy to Use,
Uncontrolled term Personal Innovativeness
700 ## - ADDED ENTRY--PERSONAL NAME
Personal name Mathad, Kavita
9 (RLIN) 31046
773 0# - HOST ITEM ENTRY
Host Biblionumber 30302
Host Itemnumber 65575
Main entry heading GILANI, MEENAKSHI
Place, publisher, and date of publication INDIAN JOURNAL OF MARKETING 2012 NEW DELHI
Other item identifier 5557508
Title INDIAN JOURNAL OF MARKETING
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Koha item type Journal Article
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Home library Current library Date acquired Total Checkouts Full call number Barcode Date last seen Price effective from
    Dewey Decimal Classification     Main Library Main Library 06/04/2018   Vol 47, No 7/ 5557508JA1 5557508JA1 06/04/2018 06/04/2018

Circulation Timings: Monday to Saturday: 8:30 AM to 9:30 PM | Sundays/Bank Holiday during Examination Period: 10:00 AM to 6:00 PM