Journal Screenshot

International Journal of Academic Research in Business and Social Sciences

Open Access Journal

ISSN: 2222-6990

Preliminary Study of Perceived Enjoyment, Impulse Buying Tendency, Gamification, and Online Purchase Intention on e-Commerce using Stimulus-Organism-Response (S-O-R)

Muhammad Farhan Izzuddin Abd Kadir, Zuraidah Sulaiman, Nornajihah Nadia Hasbullah, Joe Lo Ying Tuan

http://dx.doi.org/10.6007/IJARBSS/v14-i1/20578

Open access

With the increase of online shoppers in Malaysia, many e-commerce platforms are trying to increase their customers’ online purchase intention. Hence, this study posits that gamification can influence the consumers’ online purchase intention. In this study, gamification will be classified as multidimensional and distinct factors i.e., reward giving as an economic-related gamification factor and level upgrading as the achievement-related gamification factor which will be guided by the Stimulus-Organism-Response (S-O-R) model. In specific, this research expanded the S-O-R model by introducing gamification as potential factors that could promote perceived enjoyment. Concurrently, this study will also uncover the moderating role of impulse buying tendency (IBT) that could further explain the nature of the relationship between perceived enjoyment and online purchase intention. This research hopes to help companies to have a better understanding and serve as a good guideline for managers, online sellers, system developers to re-think about the overall architecture of their e-commerce platform and to also focus on the importance of consumers’ trait.

Al-Zyoud, M. F. (2021). The impact of gamification on consumer loyalty, electronic word-of-mouth sharing and purchase behavior. Journal of Public Affairs, 21(3).
Atulkar, S., & Kesari, B. (2018). Role of consumer traits and situational factors on impulse buying: Does gender matter? International Journal of Retail & Distribution Management, 46(4), 386-405.
Azmi, L. F., Ahmad, N., & Iahad, N. A. (2021). Gamification Elements in E-commerce-A Review. In 2021 International Congress of Advanced Technology and Engineering (ICOTEN), IEEE, pp. 1-5.
Destari, F., Indraningrat, K., & Putri, M. N. N. (2020). Impact of shopping emotion towards impulse buying in e-commerce platform. Jurnal Manajemen dan Pemasaran Jasa, 13(1), 47-64.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining ‘gamification’. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments.
Dülek, B., & Aydin, ?. (2020). Effect of social media marketing on E-Wom, brand loyalty, and purchase intent. Bingöl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 20, 271-288.
Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International Journal of Information Management, 35(4), 419-431.
Hwang, J., & Choi, L. (2019). Having fun while receiving rewards? Exploration of gamification in loyalty programs for consumer loyalty. Journal of Business Research.
Jeni, F. A., Mutsuddi, P., Das, S., & Momotaj. (2020). The impact of rewards on employee performance: A study of commercial banks in Noakhali region. Journal of Economics, Management and Trade, 28-43.
Johnson, D., Klarkowski, M., Vella, K., Phillips, C., McEwan, M., & Watling, C. N. (2018). Greater rewards in video games lead to more presence, enjoyment and effort. Computers in Human Behavior, 87, 66-74.
Kamis, F. F., & Ramlee, S. I. F. (2021). Perceived enjoyment in online shopping via social media among generation-y. International Journal of Entrepreneurship and Management Practices, 4(13), 34-40.
Lee, C.-H., & Chen, C.-W. (2021). Impulse buying behaviors in live streaming commerce based on the stimulus-organism-response framework. Information, 12(6), 241.
Lee, Z. W. Y., Cheung, C. M. K., & Chan, T. K. H. (2021). Understanding massively multiplayer online role-playing game addiction: A hedonic management perspective. Information Systems Journal, 31(1), 33-61.
Liao, S. H., Hu, D. C., Chung, Y. C., & Huang, A. P. (2021). Risk and opportunity for online purchase intention-A moderated mediation model investigation. Telematics and Informatics, 62, 101563.
Liu, Y., Li, H., & Hu, F. (2013). Website attributes in urging online impulse purchase: An empirical investigation on consumer perceptions. Decision Support Systems, 55(3), 829-837.
Lu, H.-P., & Ho, H.-C. (2020). Exploring the impact of gamification on users’ engagement for sustainable development: A case study in brand applications. Sustainability, 12(10), 4169.
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 2247.
Naseri, R. N. N. (2021). Issues and challenges of online shopping activities on the impact of corona pandemic: A study on Malaysia retail industry. Turkish Journal of Computer and Mathematics Education (TURCOMAT), 12(10), 7682-7686.
Ofosu-Ampong, K. (2020). The shift to gamification in education: A review on dominant issues. Journal of Educational Technology Systems, 49(1), 113-137.
Ozer, L., & Gultekin, B. (2015). Pre-and post-purchase stage in impulse buying: The role of mood and satisfaction. Journal of Retailing and Consumer Services, 22, 71-76.
Peña-García, N., Gil-Saura, I., Rodríguez-Orejuela, A., & Siqueira-Junior, J. R. (2020). Purchase intention and purchase behavior online: A cross-cultural approach. Heliyon, 6(6), e04284.
Raman, P. (2021). Examining the importance of gamification, social interaction and perceived enjoyment among young female online buyers in India. Young Consumers Insight Ideas Responsible Mark, 22(3), 387-412.
Ramayah, T., & Ignatius, J. (2005). Impact of perceived usefulness, perceived ease of use and perceived enjoyment on intention to shop online. ICFAI Journal of Systems Management (IJSM), 3(3), 36-51.
Ray, S. S., Ota, R., Rout, D., & Paricha, P. (2021). Case: Gamification as a marketing tool.
Reynolds, J. (2021). The musings of ‘evil bastards’: Perspectives from social casino game professionals. Critical Gambling Studies, 2(1), 13-20.
Shao, Z., Zhang, L., Zhang, R., & Pan, Z. (2021). Impact of gamification on consumers’ online impulse purchase: The mediating effect of affect reaction and social interaction.
So, K. K. F., Kim, H., & Oh, H. (2021). What makes Airbnb experiences enjoyable? The effects of environmental stimuli on perceived enjoyment and repurchase intention. Journal of Travel Research, 60(5), 1018-1038.
Suki, N. M., & Suki, N. M. (2007). Online buying innovativeness: Effects of perceived value, perceived risk and perceived enjoyment. International Journal of Business and Society, 8(2), 81-93.
Teo, T., & Noyes, J. (2011). An assessment of the influence of perceived enjoyment and attitude on the intention to use technology among pre-service teachers: A structural equation modeling approach. Computers & Education, 57(2), 1645-1653.
Tran, L. T. T. (2020). Online reviews and purchase intention: A cosmopolitanism perspective. Tourism Management Perspectives, 35, 100722.
Triantoro, T., Gopal, R., Benbunan-Fich, R., & Lang, G. (2020). Personality and games: Enhancing online surveys through gamification. Information Technology and Management, 21(3), 169-178.
Tseng, T. H., Hsieh, S. H., & Lee, C. T. (2021). How gamified branded applications drive marketing effectiveness? Marketing Intelligence & Planning, 39(5), 633-648.
Won, J., & Kim, B. Y. (2020). The effect of consumer motivations on purchase intention of online fashion-sharing platform. The Journal of Asian Finance, Economics, and Business, 7(6), 197-207.
Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement and equity? A study in online brand communities. Journal of Business Research, 109, 449-460.
Zhang, L., Shao, Z., Li, X., & Feng, Y. (2021). Gamification and online impulse buying: The moderating effect of gender and age. International Journal of Information Management, 61, 102267.

(Kadir et al., 2024)
Kadir, M. F. I. A., Sulaiman, Z., Hasbullah, N. N., & Tuan, J. L. Y. (2024). Preliminary Study of Perceived Enjoyment, Impulse Buying Tendency, Gamification, and Online Purchase Intention on e-Commerce using Stimulus-Organism-Response (S-O-R). International Journal of Academic Research in Business and Social Sciences, 14(1), 1543–1553.