How gamification influences e-commerce behavior in hardcore vs. casual gamers?

In recent years, e-commerce transactions have experienced a positive growth trend, with gamification emerging as a widely adopted feature to enhance user engagement and business outcomes. Despite its increasing implementation, the effectiveness of gamification in e-commerce requires further investigation. Grounded in the Theory of Planned Behavior (TPB), this study examines how attitudes, subjective norms, and perceived behavioral control influence user behavior in gamified e-commerce environments. Specifically, this research explores the impact of gamification design on user acquisition, engagement, and purchasing behaviors by considering different player types. To bridge existing research gaps, this study proposes several hypotheses: player types positively affect gamification design; gamification design positively influences acquisition, engagement, and purchase in expected business behavior; and gamification design, influenced by player type, positively impacts acquisition, engagement, and purchase behaviors. Using data collected from 302 e-commerce users in Indonesia, this study employs structural equation modeling (SEM) to analyze the relationships between gamification design, user behavior, and business performance. Additionally, a multi-group analysis differentiating hardcore and casual player types is conducted to explore variations in acquisition, engagement, and purchasing behaviors. The empirical findings confirm that gamification strategies tailored to specific player types significantly enhance e-commerce business objectives. Specifically, hardcore players exhibit a stronger response to gamification design in terms of acquisition, engagement, and purchase behaviors than casual players. These insights highlight the critical role of player-centric gamification strategies in optimizing business performance and user experience.

Authors

Institutions

Publication Details

Journal
Telematics and Informatics Reports
Published
2025-05-15
DOI
https://doi.org/10.1016/j.teler.2025.100212
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
6.89
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

How gamification influences e-commerce behavior in hardcore vs. casual gamers?

Ellya Zulaikha, Diana Purwitasari, Junialdi Dwijaputra
2 citations
Telematics and Informatics Reports
Educational Games and Gamification
6.89
article

How gamification influences e-commerce behavior in hardcore vs. casual gamers?

Ellya Zulaikha, Diana Purwitasari, Junialdi Dwijaputra
article en
2 citations

Abstract

In recent years, e-commerce transactions have experienced a positive growth trend, with gamification emerging as a widely adopted feature to enhance user engagement and business outcomes. Despite its increasing implementation, the effectiveness of gamification in e-commerce requires further investigation. Grounded in the Theory of Planned Behavior (TPB), this study examines how attitudes, subjective norms, and perceived behavioral control influence user behavior in gamified e-commerce environments. Specifically, this research explores the impact of gamification design on user acquisition, engagement, and purchasing behaviors by considering different player types. To bridge existing research gaps, this study proposes several hypotheses: player types positively affect gamification design; gamification design positively influences acquisition, engagement, and purchase in expected business behavior; and gamification design, influenced by player type, positively impacts acquisition, engagement, and purchase behaviors. Using data collected from 302 e-commerce users in Indonesia, this study employs structural equation modeling (SEM) to analyze the relationships between gamification design, user behavior, and business performance. Additionally, a multi-group analysis differentiating hardcore and casual player types is conducted to explore variations in acquisition, engagement, and purchasing behaviors. The empirical findings confirm that gamification strategies tailored to specific player types significantly enhance e-commerce business objectives. Specifically, hardcore players exhibit a stronger response to gamification design in terms of acquisition, engagement, and purchase behaviors than casual players. These insights highlight the critical role of player-centric gamification strategies in optimizing business performance and user experience.

Telematics and Informatics ReportsVol. 18
Sepuluh Nopember Institute of Technology (ID)
Decent work and economic growth
Openalex Percentile: Top 4%
Educational Games and Gamification
6.89
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.