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dc.contributor.authorVega Riera, Elías
dc.contributor.authorCamarero Izquierdo, María Carmen 
dc.contributor.authorGutiérrez Arranz, Ana María 
dc.date.accessioned2023-10-20T07:53:06Z
dc.date.available2023-10-20T07:53:06Z
dc.date.issued2022
dc.identifier.citationInternational Journal of Human–Computer Interaction, 2022, vol. 29, nº 17, p. 3346-3360es
dc.identifier.issn1044-7318es
dc.identifier.urihttps://uvadoc.uva.es/handle/10324/62150
dc.descriptionProducción Científicaes
dc.description.abstractDespite companies’ increasing use of video games and advergames to interact with customers, gamification literature has so far barely explained how the gamification of a commercial website and the degree of difficulty of the games inserted in the website may affect online customer experience. To address this gap, and based on the flow theory, this paper analyses what effect inserting promotional advergames into websites has on online customer experience and customer behaviour, i.e., website traffic, intention to recommend, and intention to buy. It also explores the impact of game difficulty and its presentation through gameplays. We conduct two experiments with websites and advergames created ad hoc for this purpose. Results provide evidence on how gamification improves customer experience, website traffic and, indirectly, the intention to buy and recommend the website. The difficulty of the game is seen to increase user predisposition to recommend the website, whilst the introduction of gameplays does not improve the experience in an advergame context. Finally, e-commerce designers are advised to include promotional advergames that pose a difficult challenge. These challenges encourage users to recommend the website, and they increase traffic and the time spent on the site, without negatively affecting sales.es
dc.format.mimetypeapplication/pdfes
dc.language.isoenges
dc.publisherTaylor and Francises
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.titleCustomer experience in gamified commercial websites: the impact of game difficulty and gameplayses
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.holder© Taylor & Francises
dc.identifier.doi10.1080/10447318.2022.2096727es
dc.relation.publisherversionhttps://www.tandfonline.com/doi/full/10.1080/10447318.2022.2096727es
dc.identifier.publicationfirstpage3346es
dc.identifier.publicationissue17es
dc.identifier.publicationlastpage3360es
dc.identifier.publicationtitleInternational Journal of Human–Computer Interactiones
dc.identifier.publicationvolume39es
dc.peerreviewedSIes
dc.description.projectJunta de Castilla y León y the European Regional Development Fund (Project VA219P20)es
dc.description.projectMinisterio de Economía, Industria y Competitividad (Project ECO217-86628-P)es
dc.identifier.essn1532-7590es
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.type.hasVersioninfo:eu-repo/semantics/acceptedVersiones


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