Evidence map›Paper›PMID 39767366›Full record

ArticleBehavioral sciences (Basel, Switzerland)2024

How Does Gamification Improve Purchase Intention? Through the Lens of Perceived Brand Coolness and Time Poverty.

Yingchuan Liao, Fei Zhou, Youcheng Chen, Yenchun Jim Wu

Abstract read
In one paragraph

Article in Behavioral sciences (Basel, Switzerland), 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Yingchuan LiaoCollege of Business Administration, Huaqiao University, Quanzhou 362021, China.
Fei ZhouCollege of Business Administration, Huaqiao University, Quanzhou 362021, China.
Youcheng ChenCollege of Digital Economy, Fujian Agriculture and Forestry University, Fuzhou 350001, China.ORCID 0000-0002-9323-7386
Yenchun Jim WuGraduate Institute of Global Business and Strategy, National Taiwan Normal University, Taipei 10645, Taiwan.ORCID 0000-0001-5479-2873

Funding

Chinese Social Science Foundation 22AGL016
6 · The paper itself

Abstract

Gamification has been extensively employed in marketing practices to meet the diverse needs of consumers. Previous research suggests that gamification marketing plays a pivotal role in influencing customer purchase intention. However, the precise mechanism through which gamification marketing impacts purchase intention requires further investigation. Drawing on the self-determination theory (SDT), this study explores the relationship between gamification marketing and purchase intention, with customers' perceived brand coolness as a mediating variable and time poverty as a moderating variable. Using data collected from 184 participants in the experiment, our research demonstrates that, in comparison to non-gamification marketing, gamification marketing significantly influences purchase intention. Furthermore, perceived brand coolness emerges as a mediating factor in this relationship, providing new insights into the gamification mechanism. Customers who are in low time poverty exert more perceived brand coolness and purchase intentions compared with high time poverty in the context of gamification marketing. This study expands the research of gamification by introducing perceived brand coolness to the relationship between gamification marketing and purchase intention. It also contributes to the study of time poverty under the context of gamification marketing.

Indexed as

consumer behaviorgamification marketingperceived brand coolnesspurchase intentiontime poverty

Identifiers

PMID39767366
PMCPMC11673948

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.