Play to Participate: Effects of Gamification Affordances on Consumer Participation in Livestreaming Commerce

Despite the ubiquitous application of gamification in livestreaming commerce, the mechanisms driving its impact on consumer participation remain underexplored. To address this research gap, this study integrated two theoretical frameworks: the “Gamification Affordances–Psychological Outcomes–Behavioral Outcomes” framework and the Uses and Gratifications Theory. We investigated how gamification affordances (achievement visualization, rewards, interaction, and competition) relate to the fulfillment of consumers’ diverse psychological needs (cognitive, affective, social, personal integrative, and social integrative). Furthermore, we examined whether meeting these psychological needs influences consumers’ intentions to continue watching and to purchase. We surveyed 354 livestreaming commerce consumers and employed structural equation modeling to analyze the data. The findings revealed that gamification affordances can motivate consumers’ continuous watching and purchasing behavior by satisfying their different psychological needs. We conclude by discussing the theoretical and managerial implications of our findings.

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Publication Details

Journal
Journal of theoretical and applied electronic commerce research
Published
2025-04-25
DOI
https://doi.org/10.3390/jtaer20020084
Primary Topic
Digital Marketing and Social Media
Type
article
Field-Weighted Citation Impact
0.00

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article

Play to Participate: Effects of Gamification Affordances on Consumer Participation in Livestreaming Commerce

Ben Niu, Congcong Yang, Yuanyue Feng, Xiaona Li
2 links
Journal of theoretical and applied electronic commerce research
Digital Marketing and Social Media
article

Play to Participate: Effects of Gamification Affordances on Consumer Participation in Livestreaming Commerce

Ben Niu, Congcong Yang, Yuanyue Feng, Xiaona Li
article en

Abstract

Despite the ubiquitous application of gamification in livestreaming commerce, the mechanisms driving its impact on consumer participation remain underexplored. To address this research gap, this study integrated two theoretical frameworks: the “Gamification Affordances–Psychological Outcomes–Behavioral Outcomes” framework and the Uses and Gratifications Theory. We investigated how gamification affordances (achievement visualization, rewards, interaction, and competition) relate to the fulfillment of consumers’ diverse psychological needs (cognitive, affective, social, personal integrative, and social integrative). Furthermore, we examined whether meeting these psychological needs influences consumers’ intentions to continue watching and to purchase. We surveyed 354 livestreaming commerce consumers and employed structural equation modeling to analyze the data. The findings revealed that gamification affordances can motivate consumers’ continuous watching and purchasing behavior by satisfying their different psychological needs. We conclude by discussing the theoretical and managerial implications of our findings.

Journal of theoretical and applied electronic commerce researchVol. 20(2)
Shenzhen University (CN), Dongguan University of Technology (CN)
National Natural Science Foundation of China, Shenzhen University, Jilin Office of Philosophy and Social Science, Basic and Applied Basic Research Foundation of Guangdong Province
Openalex Percentile: Top 89%
Digital Marketing and Social Media
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