The Use of Technology Acceptance Model to Explain Brand Attitude and Loyalty Intention in E-Commerce: The Gamification Case

Nadia Nila Sari
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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.
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用技术接受模型解释电子商务中的品牌态度和忠诚意向:以游戏化为例
手稿类型:研究文章研究目的:本文分析了电子商务游戏化背景下技术接受模型(TAM)、感知享受、感知社会影响力、消费者参与意愿和品牌忠诚度的作用。设计/方法/方法:进行在线调查以收集数据,并使用偏最小二乘法(PLS)分析变量之间的影响。研究结果:研究发现,感知有用性、感知社会影响力和感知享受对品牌态度有积极影响,而感知易用性对品牌态度的影响不显著。品牌态度对忠诚意向有显著影响。理论贡献/原创性:本研究阐述了TAM在使用游戏化方法进行参与意图、品牌态度及其对忠诚度意图的影响方面的作用。从业者/政策含义:应用游戏化的公司应该开发一款有趣的游戏来创造参与度。必须保持情感纽带和积极的消费者感觉,以建立消费者忠诚度。研究局限性/影响:外部因素,如主观规范、设计、形象、工作相关性、技术效能影响、感知有用性水平和易用性。关键词:技术接受模型(TAM),感知享受,感知社会影响力,品牌忠诚度,游戏化,电子商务。
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