Conclusions, theoretical and managerial implications
| Conclusions | Theoretical and managerial implications |
|---|---|
| Network exposure significantly influences social influence, recognition and reciprocal benefit |
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| Gamification creates social and shopping motivation which leads to a positive attitude to continue using the e-commerce app and spread the word of mouth |
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| Conclusions | Theoretical and managerial implications |
|---|---|
| Network exposure significantly influences social influence, recognition and reciprocal benefit | The higher people are exposed to the gamified system, the more likely they will benefit from it, feel more recognised by their peers and have a greater social influence E-commerce apps should encourage users to share their gaming experience in the app so that more people are exposed to the system |
| Gamification creates social and shopping motivation which leads to a positive attitude to continue using the e-commerce app and spread the word of mouth | Together with utilitarian shopping behaviour, when users could influence others about the game, they discovered its benefits for them and developed a positive attitude E-commerce apps should implement gamification and develop a community forum to make users feel more socially influenced and understand the benefit of social interaction. Rewards given should benefit users in the game and when they are shopping in the apps |
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