Abstract
Manuscript type: Research Article
Research Aims: This paper analyzes the role of the Technology Acceptance Model (TAM), perceived enjoyment, perceived social influence, consumer intention to engage, and brand loyalty in the context of gamification in e-commerce.
Design/methodology/approach: Online survey was conducted to collect data, and Partial Least Square (PLS) was used to analyze the effects among variables.
Research Findings: The study found that perceived usefulness, perceived social influence, and perceived enjoyment had a positive effect on brand attitude, while perceived ease of use had an insignificant effect on brand attitude. The brand attitude was found to have a significant effect on loyalty intention.
Theoretical Contribution/Originality: This research elaborated on the role of TAM in using the gamification method for intention to engage, brand attitude, and its effect on loyalty intention. Practitioner/Policy Implication: The company that applies gamification should develop a fun and interesting game to create engagement. Emotional bonding and a positive consumer feeling must be maintained to build consumer loyalty.
Research limitation/Implications: The external factor such as subjective norm, design, image, job relevance, technology efficacy influence, the level of perceived usefulness, and ease of use.
Keywords: Technology Acceptance Model (TAM), perceived enjoyment, perceived social influence, brand loyalty, gamification, e-commerce.
References
Ajzen, Icek, and Martin Fishbein. 1975. "A Bayesian Analysis of Attribution Processes." Psychological Bulletin 82(2): 261–77.
Anouze, Abdel Latef M., and Ahmed S. Alamro. 2020. "Factors Affecting Intention to Use E-Banking in Jordan." International Journal of Bank Marketing 38(1): 86–112.
Beldad, Ardion D., and Sabrina M. Hegner. 2018. "Expanding the Technology Acceptance Model with the Inclusion of Trust, Social Influence, and Health Valuation to Determine the Predictors of German Users' Willingness to Continue Using a Fitness App: A Structural Equation Modeling Approach." International Journal of Human-Computer Interaction 34(9): 882–93. https://doi.org/10.1080/10447318.2017.1403220.
Bhatia, Vinita. 2018. "Examining Consumers' Attitude towards Purchase of Counterfeit Fashion Products." Journal of Indian Business Research 10(2): 193–207.
C.C.Yang, SandraSoroa-KouryKenneth. 2010. "Factors Affecting Consumers' Responses to Mobile Advertising from a Social Norm Theoretical Perspective." Telematics and Informatics 27(1): 103–13.
Camilleri, Mark Anthony. 2019. "The SMEs' Technology Acceptance of Digital Media for Stakeholder Engagement." Journal of Small Business and Enterprise Development 26(4): 504–21.
Commonwealth of Australian. 2018. E-Commerce in Indonesia.
Coursaris, Constantinos K., Wietske Van Osch, and Brigitte A. Balogh. 2016. "Do Facebook Likes Lead to Shares or Sales? Exploring the Empirical Links between Social Media Content, Brand Equity, Purchase Intention, and Engagement." Proceedings of the Annual Hawaii International Conference on System Sciences 2016-March: 3546–55.
Darvishi, M., Seif, M. H., Sarmadi, M. R., & Farajollahi, M. 2019. "An Investigation into the Factors Affecting Perceived Enjoyment of Learning in Augmented Reality : A Path Analysis." Interdisciplinary Journal of Virtual Learning in Medical Sciences, 11(4), 224-235. 11(4): 224–35.
Davis, Fred D., Richard P. Bagozzi, and Paul R. Warshaw. 1989. "User Acceptance of Computer Technology: A Comparison of Two Theoretical Models." Management Science 35(8): 982–1003.
Djuhardi, Sharah Alfia. 2017. "The Influencing Factors on Consumer'S Attitude Towards Counterfeit Branded Sneaker Shoes and Their Impact To Purchase Intention." Jurnal Administrasi Bisnis (JAB) 50(4): 86–95.
Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. 2013. “Gamifying Learning Experiences: Practical Implications and Outcomes.” Computers & education 63: 380–92.
Donato, Paul, and Michael W Link. 2013. "The Gamification of Мarketing Research." Marketing News 47(February): 38–42. https://ezproxy.gl.iit.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=bth&AN=87682469&site=ehost-live.
Filippou, Justin, Christopher Cheong, and France Cheong. 2018. "A Model to Investigate Preference for Use of Gamification in a Learning Activity." Australasian Journal of Information Systems 22: 1–24.
Foxman, Maxwell. 2014. Rethinking Gamification Rethinking Gamification.
Fred D Davis Jr. 1985. "A Technology Acceptance Model for Empirically Testing New End-User Information System: Theory and Results." MIT.
Gao, Yuan, and Marios Koufaris. 2006. "Perceptual Antecedents of User Attitude in Electronic Commerce." Data Base for Advances in Information Systems 37: 42–50.
Gatautis, Rimantas, Elena Vitkauskaite, Agne Gadeikiene, and Zaneta Piligrimiene. 2016. "Gamification as a Mean of Driving Online Consumer Behaviour: Sor Model Perspective." Engineering Economics 27(1): 90–97.
Gunawan, Fandy, Mochammad Mukti Ali, and Arissetyanto Nugroho. 2019. "Analysis of the Effects of Perceived Ease of Use and Perceived Usefulness on Consumer Attitude and Their Impacts on Purchase Decision on PT Tokopedia In Jabodetabek." European Journal of Business and Management Research 4(5): 1–6.
Hair, J. F., Anderson, R. E., Babin, B. J., & Black, W. C. 2010. Multivariate Data Analysis: A Global Perspective. Pearson Education.
Hamari, Juho, and Jonna Koivisto. 2013. "Social Motivations to Use Gamification: An Empirical Study of Gamifying Exercise." ECIS 2013 - Proceedings of the 21st European Conference on Information Systems.
Huang, Zhenyu, and James J Cappel. 2005. "ASSESSMENT OF A WEB-BASED LEARNING GAME IN AN INFORMATION SYSTEMS COURSE.": 42–50.
Huseynov, Farid, and Kaouther Dhahak. 2020. "The Influence of Gamification on Online Consumers Attitude and Intention to Purchase Fast Moving Consumer Goods." Business and Economics Research Journal 11(3): 769–91.
Icek, Ajzen. 1991. "The Theory of Planned Behavior Organizational Behavior and Human Decisiofile:///C:/Users/User/Desktop/JURNAL BA/009201400060.Pdfn Processesfile:///C:/Users/User/Desktop/JURNAL BA/009201400060.Pdf.” Organizational Behavior and Human Decision Processes 50(2): 179–211.
Jiménez-Barreto, Jano, and Sara Campo-Martínez. 2018. "Destination Website Quality, Users' Attitudes and the Willingness to Participate in Online Co-Creation Experiences." European Journal of Management and Business Economics 27(1): 26–41.
Johnson, D., Horton, E., Mulcahy, R., & Foth, M. 2017. "Gamification and Serious Games within the Domain of Domestic Energy Consumption: A Systematic Review." Renewable and Sustainable Energy Reviews, 73: 249–64.
Joo, Young Ju, Sunyoung Park, and Eugene Lim. 2018. "Factors Influencing Preservice Teachers' Intention to Use Technology." Journal of Educational Technology & Society 21(3): 48–59. http://www.jstor.org/stable/26458506.
Kakabadse, Nada K., écile Rozuel, and Linda Lee-Davies. 2008. "Corporate Social Responsibility and Stakeholder Approach: A Conceptual Review." International Journal of Business Governance and Ethics 1(4): 277–302.
Kaushik Das, Toshan Tamhane, Ben Vatterott, Phillia Wibowo, and Simon Wintels. 2018. "The Digital Archipelago: How Online Commerce Is Driving Indonesia's Economic Development." McKinsey: 1–12. https://www.mckinsey.com/featured-insights/asia-pacific/the-digital-archipelago-how-online-commerce-is-driving-indonesias-economic-development.
Kim, Young Hoon, Dan J. Kim, and Kathy Wachter. 2013. "A Study of Mobile User Engagement (MoEN): Engagement Motivations, Perceived Value, Satisfaction, and Continued Engagement Intention." Decision Support Systems 56(1): 361–70. http://dx.doi.org/10.1016/j.dss.2013.07.002.
Konrad, Alex. 2011. "Inside the Gamification Gold Rush." Fortune Magazine. https://fortune.com/2011/10/17/inside-the-gamification-gold-rush-2/.
Lai, PC. 2017. "The Literature Review of Technology Adoption Models and Theories for the Novelty Technology." Journal of Information Systems and Technology Management 14(1): 21–38.
Lana K. Brackett, Benjamin N. Carr. 2001. "Cyberspace Advertising vs. Other Media: Consumer vs. Mature Student Attitudes." Journal of Advertising Research 41(5).
Leckie, Civilai, Munyaradzi W. Nyadzayo, and Lester W. Johnson. 2016. "Antecedents of Consumer Brand Engagement and Brand Loyalty." Journal of Marketing Management 32(5–6): 558–78.
Lemon, K. N., & Verhoef, P. C. 2016. "Understanding Customer Experience throughout the Customer Journey." Journal of marketing 80(6): 69–96.
Leon G. Schiffman, Joseph Wisenblit. 2018. Consumer Behavior, Global Edition. 12th ed. Pearson International Content. https://bookshelf.vitalsource.com/books/9781292269269.
Liu, Fang, Jianyao Li, Dick Mizerski, and Huangting Soh. 2012. "Self-Congruity, Brand Attitude, and Brand Loyalty: A Study on Luxury Brands." European Journal of Marketing 46(7): 922–37.
Lu, Hsi Peng, and Hui Chen Ho. 2020. "Exploring the Impact of Gamification on Users' Engagement for Sustainable Development: A Case Study in Brand Applications." Sustainability (Switzerland) 12(10).
McDaniel, C., Jr. & Gates, R. 2020. Marketing Research. Using Anaytics To Develop Marketing Research. John Wiley.
Mei-FangChen. 2007. "Consumer Attitudes and Purchase Intentions in Relation to Organic Foods in Taiwan: Moderating Effects of Food-Related Personality Traits." Food Quality and Preference 18(7): 1008–21.
Parreño, José Martí, Silvia Sanz-Blas, Carla Ruiz-Mafé, and Joaquin Aldás-Manzano. 2013. “Key Factors of Teenagers’ Mobile Advertising Acceptance.” Industrial Management and Data Systems 113(5): 732–49.
Rajumesh, Sivarajah. 2014. "The Impact of Consumer Experience on Brand Loyalty: The Mediating Role of Brand Attitude." Explore International Research Journal Consortium www.irjcjournals.org 3(1): 73. www.irjcjournals.org.
Schlag, Myriam, and Margarete Imhof. 2017. "Does Perceived Ease of Use Mitigate Computer Anxiety and Stimulate Self-Regulated Learning for Pre-Service Teacher Students?" International Journal of Higher Education 6(3): 154.
Schöbel, Sofia Marlena, Andreas Janson, and Matthias Söllner. 2020. "Capturing the Complexity of Gamification Elements: A Holistic Approach for Analysing Existing and Deriving Novel Gamification Designs." European Journal of Information Systems 29(6): 641–68. https://doi.org/10.1080/0960085X.2020.1796531.
So, Kevin Kam Fung, Ceridwyn King, Beverley A. Sparks, and Ying Wang. 2016. "The Role of Customer Engagement in Building Consumer Loyalty to Tourism Brands." Journal of Travel Research 55(1): 64–78.
Solomon, Michael R. 2020. Consumer Behavior: Buying, Having, and Being, Global Edition. 13th Editi. Pearson International Content.
Tarkiainen, Anssi, and Sanna Sundqvist. 2005. "Subjective Norms, Attitudes and Intentions of Finnish Consumers in Buying Organic Food." British Food Journal 107(11): 808–22.
Taylor, David G., Jeffrey E. Lewin, and David Strutton. 2011. "Friends, Fans, and Followers: Do Ads Work on Social Networks? How Gender and Age Shape Receptivity." Journal of Advertising Research 51(1): 258–76.
Uma Sekaran, Roger Bougie. 2019. Research Methods For Business: A Skill Building Approach, Enhanced EText. 8th ed. Wiley Global Education US.
Venkatesh, V., & Davis, F. D. (1996). 1996. "A Model of the Antecedents of Perceived Ease of Use: Development and Test." Decision Sciences 27(3.): 451–81.
Vesa, Mikko, Juho Hamari, J. Tuomas Harviainen, and Harald Warmelink. 2017. "Computer Games and Organization Studies." Organization Studies 38(2): 273–84.
Viswanathan, V., Hollebeek, L. D., Malthouse, E. C., Maslowska, E., Jung Kim, S., & Xie, W. 2017. "The Dynamics of Consumer Engagement with Mobile Technologies." Service Science 9(1): 36–49.
Walsh, Andrew. 2014. "The Potential for Using Gamification in Academic Libraries in Order to Increase Student Engagement and Achievement." Nordic Journal of Information Literacy in Higher Education 6(1): 39–51.
Wang, Shu Ming, and Judy Chuan Chuan Lin. 2011. "The Effect of Social Influence on Bloggers' Usage Intention." Online Information Review 35(1): 50–65.
Wise, Kevin et al. 2019. "ENJOYMENT OF ADVERGAMES AND BRAND ATTITUDES : THE IMPACT OF THEMATIC RELEVANCE." 9(1): 27–36.
Yam, Alpha, Rebekah Russell-Bennett, Marcus Foth, and Rory Mulcahy. 2017. "How Does Serious M-Game Technology Encourage Low-Income Households to Perform Socially Responsible Behaviors?" Psychology and Marketing 34(4): 394–409.
Yang Yang, Yousra Asaad, Yogesh Dwivedi. 2017. "Examining The Impact of Gamification on Intention of Engagementand Brand Attitude in the Marketing Context." Computer in Human Behavior 73: 459–69.
Zhao, Haidong, Sophia T. Anong, and Lini Zhang. 2019. "Understanding the Impact of Financial Incentives on NFC Mobile Payment Adoption: An Experimental Analysis." International Journal of Bank Marketing 37(5): 1296–1312.
Recommended Citation
Sari, Nadia N.
(2022)
"The Use of Technology Acceptance Model to Explain Brand Attitude and Loyalty Intention in E-Commerce: The Gamification Case,"
ASEAN Marketing Journal: Vol. 14:
No.
1, Article 5.
DOI: 10.21002/amj.v14i1.1151
Available at:
https://scholarhub.ui.ac.id/amj/vol14/iss1/5