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THE POWER OF GAMIFICATION IN SHAPING SHOPPING BEHAVIOR

Yıl 2023, Cilt: 4 Sayı: 2, 336 - 358, 15.10.2023
https://doi.org/10.58702/teyd.1350934

Öz

Embedded deep within the domain of marketing, mobile shopping applications have ushered in fresh consumer expectations, striving to enhance the appeal of products proffered by enterprises. As a natural consequence of this profound interaction, the burgeoning passion for shopping has realigned corporate objectives towards augmenting profit margins. Firms aspiring to emerge triumphantly in the competitive arena are compelled to continually contrive and execute novel marketing strategies. One such stratagem entails the deliberate incorporation of gamification, offering a delightful and experiential journey. Companies endeavoring to sustain consumer involvement within mobile applications, nurture brand loyalty, and positively shape brand perception deploy games that seamlessly blend experiential and recreational facets, or establish intricate systems, including point-based mechanisms, reward-driven structures, and achievement-centric paradigms to gamify the shopping milieu. This investigation has exhaustively scrutinized variables influencing gamification-centered marketing tactics and the intricate interplay among these variables. From the analysis findings, it is discernible that gamification can stimulate impulsive purchasing behavior through a direct interplay between the underlying facets of gamification and impulsive buying tendencies. Moreover, when scrutinizing the mediating effect, which constitutes the central focus of this research, it becomes apparent that the integrated convergence of impulsive shopping conduct and the pervasive influence of gamification assume the role of mediating the connection between impulsive buying inclinations and shopping allegiance.

Kaynakça

  • Abbasi, A. Z., D. H. Ting, H. Hlavacs, L. V. Costa, ve A. I. Veloso (2019). “An Empirical Validation Of Consumer Video Game Engagement: A Playful-Consumption Experience Approach”. Entertainment Computing, 29, 43-55.
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  • Alsawaier, R. S. (2018). “The Effect Of Gamification On Motivation And Engagement”. The International Journal of Information and Learning Technology, 35 (1), 56-79.
  • Ayub, R. ve M. Zafar (2018). “External Stimuli And Impulsive Buying Behavior”. Market Forces, 13 (1), 70-89.
  • Banerjee, T. ve S. Bhattacharya (2022). “Analyzing Customer Engagement Online Using Gamification”. Cardiometry (24), 662-672.
  • Bilgihan, A. (2016). “Gen Y Customer Loyalty In Online Shopping: An Integrated Model Of Trust, User Experience And Branding”. Computers in Human Behavior, 61, 103-113.
  • Bilgihan, A., F. Okumus, K. Nusair ve M. Bujisic (2014). “Online Experiences: Flow Theory, Measuring Online Customer Experience In E-Commerce And Managerial Implications For The Lodging Industry”. Information Technology and Tourism, 14 (1), 49-71.
  • Caboni, F. ve J. Hagberg (2019). “Augmented Reality In Retailing: A Review of Features, Applications and Value”. International Journal of Retail and Distribution Management, 47 (11), 1125-1140.
  • Cha, H., M. Kotabe ve J. Wu (2023). “Reshaping Internationalization Strategy and Control for Global E-Commerce and Digital Transactions: A Hayekian Perspective”. Management International Review, 63 (1), 161-192.
  • Chatterjee, R. ve Y. S. Shukla (2020). “Examining The Role Of Culture, Retail Environment, And Emotions In Determining Festival Shopping Engagement: An Emerging Market Perspective”. International Journal of Indian Culture and Business Management, 20 (3), 385-408.
  • Cheung, C. M., I. L. Liu ve M. K. Lee (2015). “How Online Social Interactions Influence Customer Information Contribution Behavior In Online Social Shopping Communities: A Social Learning Theory Perspective”. Journal of the Association for Information Science and Technology, 66 (12), 2511-2521.
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  • Chung, N., H. G. Song ve H. Lee (2017). “Consumers’ Impulsive Buying Behavior of Restaurant Products In Social Commerce”. International Journal of Contemporary Hospitality Management, 29 (2), 709-731.
  • Cramer, T. (2014). “Applying the Secrets of Gamification To Your Digital Marketing Strategy”. Econtent, 37 (5), 8-10.
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  • Çelik, H. (2011). “Influence Of Social Norms, Perceived Playfulness And Online Shopping Anxiety On Customers' Adoption Of Online Retail Shopping: An Empirical Study In The Turkish Context”. International Journal of Retail and Distribution Management, 39 (6), 390-413.
  • Dagger, T. S. ve T. K. O'Brien (2010). “Does Experience Matter? Differences In Relationship Benefits, Satisfaction, Trust, Commitment and Loyalty For Novice And Experienced Service Users”. European Journal of Marketing, 44 (9/10), 1528-1552.
  • De Canio, F., M. Fuentes-Blasco ve E. Martinelli (2021). “Engaging Shoppers Through Mobile Apps: The Role of Gamification”. International Journal of Retail and Distribution Management, 49 (7), 919-940.
  • Deterding, S. (2011). Situated Motivational Affordances of Game Elements: A Conceptual Model. Gamification: Using Game Design Elements In Non-Gaming Contexts, a Workshop at CHI’de Sunulan Bildiri, Vancouver, BC, Canada.
  • Deterding, S., D. Dixon R. Khaled ve L. Nacke (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. 15th International Academic MindTrek Conference: Envisioning Future Media Environments’de Sunulan Bildiri, Helsinki: ACM.
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OYUNLAŞTIRMANIN SATIN ALMA DAVRANIŞINI ŞEKİLLENDİRMEDEKİ GÜCÜ

Yıl 2023, Cilt: 4 Sayı: 2, 336 - 358, 15.10.2023
https://doi.org/10.58702/teyd.1350934

Öz

Pazarlama dünyası içinde derinlemesine yerleşmiş olan mobil alışveriş uygulamaları, tüketicilerin bakış açısından firmalar tarafından sunulan ürünlerin cazibesini artırmak için yeni beklentiler doğurmaktadır. Bu yoğun etkileşimin doğal bir sonucu olarak artan alışveriş tutkusu, şirketlerin odağını kâr marjlarını artırmaya yöneltmiştir. Rekabet mücadelesinden kazançlı çıkmak isteyen şirketler, sürekli olarak yeni pazarlama stratejileri tasarlamak ve uygulamak zorunda kalmaktadır. Bu stratejilerden biri de deneyimsel ve eğlenceli bir süreç olan oyunlaştırmanın stratejik entegrasyonudur. Mobil uygulamalarda tüketici etkileşimini sürekli kılmak, marka sadakatini artırmak ve marka imajına olumlu katkılarda bulunmak isteyen şirketler, deneyimsel ve eğlence unsurlarını kusursuz bir şekilde bir araya getiren oyunlar tasarlamakta veya alışveriş deneyimini oyunlaştırmak için puan tabanlı mekanizmalar, ödül odaklı yapılar ve başarı merkezli paradigmalar gibi sistemler kurmaktadır. Bu çalışmada, oyunlaştırma odaklı pazarlama stratejilerini etkileyen değişkenler ve bu değişkenler arasındaki karmaşık ilişkiler ağı derinlemesine incelenmiştir. Analiz sonuçlarına dayanarak, oyunlaştırmanın temelinde yatan boyutlar ile dürtüsel satın alma eğilimleri arasındaki doğrudan etkileşim yoluyla elde edilen tahmin değerlerindeki artıştan da anlaşılacağı üzere, oyunlaştırmanın dürtüsel satın alma davranışlarını artırıcı bir etkiye sahip olabileceği görülmektedir. Ayrıca, çalışmanın odağını oluşturan aracılık etkisi incelendiğinde, dürtüsel alışveriş davranışı ile oyunlaştırmanın yaygın etkisinin bütünleşik bir şekilde bir araya gelmesinin, dürtüsel satın alma eğilimleri ile alışveriş sadakati arasındaki bağlantıya aracılık etme rolünü üstlendiği anlaşılmaktadır.

Kaynakça

  • Abbasi, A. Z., D. H. Ting, H. Hlavacs, L. V. Costa, ve A. I. Veloso (2019). “An Empirical Validation Of Consumer Video Game Engagement: A Playful-Consumption Experience Approach”. Entertainment Computing, 29, 43-55.
  • Agarwal, R. ve E. Karahanna (2000). “Time Flies When You're Having Fun: Cognitive Absorption And Beliefs About Information Technology Usage”. MIS Quarterly, 665-694.
  • Agnieszka, W. S. (2014). “Gamification As A New Trend In Marketing”. Marketing and Management of Innovations (4), 57-64.
  • Ahn, J. ve J. Kwon (2022). “The Role Of Trait And Emotion In Cruise Customers’ Impulsive Buying Behavior: An Empirical Study”. Journal of Strategic Marketing, 30 (3), 320-333.
  • Alsawaier, R. S. (2018). “The Effect Of Gamification On Motivation And Engagement”. The International Journal of Information and Learning Technology, 35 (1), 56-79.
  • Ayub, R. ve M. Zafar (2018). “External Stimuli And Impulsive Buying Behavior”. Market Forces, 13 (1), 70-89.
  • Banerjee, T. ve S. Bhattacharya (2022). “Analyzing Customer Engagement Online Using Gamification”. Cardiometry (24), 662-672.
  • Bilgihan, A. (2016). “Gen Y Customer Loyalty In Online Shopping: An Integrated Model Of Trust, User Experience And Branding”. Computers in Human Behavior, 61, 103-113.
  • Bilgihan, A., F. Okumus, K. Nusair ve M. Bujisic (2014). “Online Experiences: Flow Theory, Measuring Online Customer Experience In E-Commerce And Managerial Implications For The Lodging Industry”. Information Technology and Tourism, 14 (1), 49-71.
  • Caboni, F. ve J. Hagberg (2019). “Augmented Reality In Retailing: A Review of Features, Applications and Value”. International Journal of Retail and Distribution Management, 47 (11), 1125-1140.
  • Cha, H., M. Kotabe ve J. Wu (2023). “Reshaping Internationalization Strategy and Control for Global E-Commerce and Digital Transactions: A Hayekian Perspective”. Management International Review, 63 (1), 161-192.
  • Chatterjee, R. ve Y. S. Shukla (2020). “Examining The Role Of Culture, Retail Environment, And Emotions In Determining Festival Shopping Engagement: An Emerging Market Perspective”. International Journal of Indian Culture and Business Management, 20 (3), 385-408.
  • Cheung, C. M., I. L. Liu ve M. K. Lee (2015). “How Online Social Interactions Influence Customer Information Contribution Behavior In Online Social Shopping Communities: A Social Learning Theory Perspective”. Journal of the Association for Information Science and Technology, 66 (12), 2511-2521.
  • Chou, Y.-K. (2019). A Comprehensive List Of 90+ Gamification Cases With ROI Stats. https://yukaichou.com/gamification-examples/gamification-stats-figures/ (15.08.2023)
  • Chung, N., H. G. Song ve H. Lee (2017). “Consumers’ Impulsive Buying Behavior of Restaurant Products In Social Commerce”. International Journal of Contemporary Hospitality Management, 29 (2), 709-731.
  • Cramer, T. (2014). “Applying the Secrets of Gamification To Your Digital Marketing Strategy”. Econtent, 37 (5), 8-10.
  • Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. NY: Harper and Row.
  • Csikszentmihalyi, M. (2014). Flow and The Foundations of Positive Psychology: The Collected Works of Mihaly Csikszentmihalyi. NY: Springer.
  • Çelik, H. (2011). “Influence Of Social Norms, Perceived Playfulness And Online Shopping Anxiety On Customers' Adoption Of Online Retail Shopping: An Empirical Study In The Turkish Context”. International Journal of Retail and Distribution Management, 39 (6), 390-413.
  • Dagger, T. S. ve T. K. O'Brien (2010). “Does Experience Matter? Differences In Relationship Benefits, Satisfaction, Trust, Commitment and Loyalty For Novice And Experienced Service Users”. European Journal of Marketing, 44 (9/10), 1528-1552.
  • De Canio, F., M. Fuentes-Blasco ve E. Martinelli (2021). “Engaging Shoppers Through Mobile Apps: The Role of Gamification”. International Journal of Retail and Distribution Management, 49 (7), 919-940.
  • Deterding, S. (2011). Situated Motivational Affordances of Game Elements: A Conceptual Model. Gamification: Using Game Design Elements In Non-Gaming Contexts, a Workshop at CHI’de Sunulan Bildiri, Vancouver, BC, Canada.
  • Deterding, S., D. Dixon R. Khaled ve L. Nacke (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. 15th International Academic MindTrek Conference: Envisioning Future Media Environments’de Sunulan Bildiri, Helsinki: ACM.
  • Dey, D. K. ve A. Srivastava (2017). “Impulse Buying Intentions Of Young Consumers From A Hedonic Shopping Perspective”. Journal of Indian Business Research, 9 (4), 266-282.
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Toplam 100 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İşletme
Bölüm Araştırma Makalesi
Yazarlar

Selçuk Yasin Yıldız 0000-0002-1594-8799

Didem Demir 0000-0003-4589-8240

Erken Görünüm Tarihi 9 Ekim 2023
Yayımlanma Tarihi 15 Ekim 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 4 Sayı: 2

Kaynak Göster

APA Yıldız, S. Y., & Demir, D. (2023). OYUNLAŞTIRMANIN SATIN ALMA DAVRANIŞINI ŞEKİLLENDİRMEDEKİ GÜCÜ. Toplum Ekonomi Ve Yönetim Dergisi, 4(2), 336-358. https://doi.org/10.58702/teyd.1350934
AMA Yıldız SY, Demir D. OYUNLAŞTIRMANIN SATIN ALMA DAVRANIŞINI ŞEKİLLENDİRMEDEKİ GÜCÜ. TEYD. Ekim 2023;4(2):336-358. doi:10.58702/teyd.1350934
Chicago Yıldız, Selçuk Yasin, ve Didem Demir. “OYUNLAŞTIRMANIN SATIN ALMA DAVRANIŞINI ŞEKİLLENDİRMEDEKİ GÜCÜ”. Toplum Ekonomi Ve Yönetim Dergisi 4, sy. 2 (Ekim 2023): 336-58. https://doi.org/10.58702/teyd.1350934.
EndNote Yıldız SY, Demir D (01 Ekim 2023) OYUNLAŞTIRMANIN SATIN ALMA DAVRANIŞINI ŞEKİLLENDİRMEDEKİ GÜCÜ. Toplum Ekonomi ve Yönetim Dergisi 4 2 336–358.
IEEE S. Y. Yıldız ve D. Demir, “OYUNLAŞTIRMANIN SATIN ALMA DAVRANIŞINI ŞEKİLLENDİRMEDEKİ GÜCÜ”, TEYD, c. 4, sy. 2, ss. 336–358, 2023, doi: 10.58702/teyd.1350934.
ISNAD Yıldız, Selçuk Yasin - Demir, Didem. “OYUNLAŞTIRMANIN SATIN ALMA DAVRANIŞINI ŞEKİLLENDİRMEDEKİ GÜCÜ”. Toplum Ekonomi ve Yönetim Dergisi 4/2 (Ekim 2023), 336-358. https://doi.org/10.58702/teyd.1350934.
JAMA Yıldız SY, Demir D. OYUNLAŞTIRMANIN SATIN ALMA DAVRANIŞINI ŞEKİLLENDİRMEDEKİ GÜCÜ. TEYD. 2023;4:336–358.
MLA Yıldız, Selçuk Yasin ve Didem Demir. “OYUNLAŞTIRMANIN SATIN ALMA DAVRANIŞINI ŞEKİLLENDİRMEDEKİ GÜCÜ”. Toplum Ekonomi Ve Yönetim Dergisi, c. 4, sy. 2, 2023, ss. 336-58, doi:10.58702/teyd.1350934.
Vancouver Yıldız SY, Demir D. OYUNLAŞTIRMANIN SATIN ALMA DAVRANIŞINI ŞEKİLLENDİRMEDEKİ GÜCÜ. TEYD. 2023;4(2):336-58.