Gamifying Human Behavior: How Gamification Drives Consumer Stickiness in E-Commerce

Document Type : Research Paper

Authors

1 Ho Chi Minh City University of Foreign Languages – Information Technology, Ho Chi Minh City, Vietnam

2 Posts and Telecommunications Institute of Technology, Hanoi, Vietnam

Abstract

Objective: Despite the growing integration of gamification in digital commerce, its impact on consumer stickiness remains underexplored, particularly in emerging markets. This study develops and empirically tests a framework examining how specific gamification elements in e-commerce platforms—badge upgrades, random rewards, and gamified design—affect consumer stickiness through perceived value (hedonic and utilitarian) and social interaction. The research aims to clarify the mechanisms through which gamification enhances customer loyalty and continued platform engagement in the Vietnamese context.
Methods: A questionnaire-based survey was conducted with 310 consumers who had participated in gamified activities on e-commerce platforms in Vietnam. The study integrates Partial Least Squares Structural Equation Modeling (PLS-SEM) to examine linear relationships and Artificial Neural Networks (ANN) to capture nonlinear interactions within the proposed model. This dual-stage analytical approach enhances the robustness and predictive power of the findings.
Results: The findings show that gamified design and badge upgrades positively influence both perceived hedonic and utilitarian values, while random rewards significantly affect perceived hedonic value only. Social interaction is significantly influenced by gamified design but not by badge upgrades or random rewards. Perceived value and social interaction, in turn, contribute to consumer stickiness on e-commerce platforms.
Conclusion: The study confirms that different gamification elements generate distinct effects on consumer perceptions and stickiness. By highlighting the mediating roles of hedonic and utilitarian values as well as social interaction, the research contributes to the literature on smart e-commerce and gamification. The findings suggest that businesses should strategically design gamification features that simultaneously enhance functional benefits and experiential enjoyment to strengthen long-term customer retention on digital platforms.

Keywords


Afiq, H., & Junaini, S. (2025). Gamification and technology acceptance model: a systematic review and future research directions. 19, 1606–1614. https://doi.org/10.11591/edulearn.v19i3.22154
Ahmed Nagaty, S. (2023). How does gamification foster customer engagement and continued use of smart wearable devices for health and Wellness? 14(2), 298–379. https://doi.org/10.21608/jces.2023.304131
Alcivar, I., & Abad, A. G. (2016). Design and evaluation of a gamified system for ERP training. Computers in Human Behavior, 58, 109–118. https://doi.org/10.1016/j.chb.2015.12.018
Al-Emran, M., Abbasi, G. A., & Mezhuyev, V. (2021). Evaluating the Impact of Knowledge Management Factors on M-Learning Adoption: A Deep Learning-Based Hybrid SEM-ANN Approach BT - Recent Advances in Technology Acceptance Models and Theories (M. Al-Emran & K. Shaalan, Eds.; pp. 159–172). Springer International Publishing. https://doi.org/10.1007/978-3-030-64987-6_10
Almeida, C., Kalinowski, M., Uchôa, A., & Feijó, B. (2023). Negative effects of gamification in education software: Systematic mapping and practitioner perceptions. Information and Software Technology, 156, 107142.
AlSaad, F. M., & Durugbo, C. M. (2021). Gamification-as-Innovation: A Review. International Journal of Innovation and Technology Management, 18(05), 2130002. https://doi.org/10.1142/S0219877021300020
Alves, T., Gomes, S., Dias, J., & Martinho, C. (2020). The Influence of Reward on the Social Valence of Interactions. 2020 IEEE Conference on Games (CoG), 168–175.
Anh, N. (2023). Thương mại điện tử Việt Nam năm 2023 dự kiến đạt hơn 20 tỷ USD - Nhịp sống kinh tế Việt Nam & Thế giới. VnEconomy.
Aparicio, M., Costa, C. J., & Moises, R. (2021). Gamification and reputation: key determinants of e-commerce usage and repurchase intention. Heliyon, 7(3), e06383. https://doi.org/10.1016/j.heliyon.2021.e06383
Aparicio, M., Oliveira, T., Bacao, F., & Painho, M. (2019). Gamification: A key determinant of massive open online course (MOOC) success. Information and Management, 56(1), 39–54. https://doi.org/10.1016/j.im.2018.06.003
Aprilia, R., & Alfansi, L. (2024). Play to Purchase: Exploring Gamification and Visual Design Impact on Impulse Buying in M-Commerce. Formosa Journal of Multidisciplinary Research, 3. https://doi.org/10.55927/fjmr.v3i1.7925
Avcilar, M. Y., & Ozsoy, T. (2015). Determining the Effects of Perceived Utilitarian and Hedonic Value on Online Shopping Intentions. International Journal of Marketing Studies, 7(6), 27. https://doi.org/10.5539/ijms.v7n6p27
Bahtar, A. Z., Muthusamy, G., Yazid, Z. A., & Daud, S. (2022). The E-Servqual Effect on Mobile Stickiness Intention of E-Commerce Marketplace. Proceedings, 82(1), 34.
Balakrishnan, J., & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87, 238–246. https://doi.org/https://doi.org/10.1016/j.chb.2018.06.002
Ballerini, J., Ključnikov, A., Juárez-Varón, D., & Bresciani, S. (2024). The e-commerce platform conundrum: How manufacturers’ leanings affect their internationalization. Technological Forecasting and Social Change, 202(November 2023). https://doi.org/10.1016/j.techfore.2023.123199
Banerjee, T., & Bhattacharya, S. (2022). Analyzing Customer Engagement Online Using Gamification. Cardiometry, 24, 662–672.
Basaran, U. (2022). Gamification in marketing: A case study from a customer value perspective. In Handbook of research on cross-disciplinary uses of gamification in organizations (pp. 137–165). IGI Global.
Bitrián, P., Buil, I., & Catalán, S. (2021). Enhancing user engagement: The role of gamification in mobile apps. Journal of Business Research, 132, 170–185.
Bittner, J. V., & Shipper, J. (2014). Motivational effects and age differences of gamification in product advertising. Journal of Consumer Marketing, 31(5), 391–400. https://doi.org/10.1108/JCM-04-2014-0945
Bocean Vărzaru, A., & Bocean, C. G. (2021). A Two-Stage SEM–Artificial Neural Network Analysis of Mobile Commerce and Its Drivers. Journal of Theoretical and Applied Electronic Commerce Research, 16, 2304–2318. https://doi.org/10.3390/jtaer16060127
Bulu, D. S. (2024). The Effect of Gamification in Shopee Games on User’s Brand Loyalty. Mediator: Jurnal Komunikasi, 17(2), 257–269.
Capermint. (2023). eCommerce Industry Gamification. https://www.capermint.com/ecommerce-gamification/
Cerutti, A. (2017). Motivational drivers behind gamification: The role of utilitarian, hedonic and social aspects. January.
Chen, A., Lu, Y., & Wang, B. (2016). Enhancing perceived enjoyment in social games through social and gaming factors. Information Technology & People, 29, 99–119. https://doi.org/10.1108/ITP-07-2014-0156
Chen, H., Dou, Y., & Xiao, Y. (2023). Understanding the role of live streamers in live-streaming e-commerce. Electronic Commerce Research and Applications, 59. https://doi.org/10.1016/j.elerap.2023.101266
Chen, M., Tsai, K., & Ke, Y.-A. (2019). Enhancing consumers’ stickiness to online brand communities as an innovative relationship marketing strategy. International Journal on Semantic Web and Information Systems (IJSWIS), 15(3), 16–34.
Chiles, T. H., & McMackin, J. F. (1996). Integrating Variable Risk Preferences, Trust, and Transaction Cost Economics. The Academy of Management Review, 21(1), 73. https://doi.org/10.2307/258630
Chong, A. (2012). A two-staged SEM-neural network approach for understanding and predicting the determinants of m-commerce adoption. Expert Systems with Applications, 40. https://doi.org/10.1016/j.eswa.2012.08.067
Chuan, T., Tan, G., Ooi, K.-B., Hew, T.-S., & Yew, K.-T. (2015). The effects of convenience and speed in m-payment. Industrial Management & Data Systems, 115, 311–331. https://doi.org/10.1108/IMDS-08-2014-0231
Cravinho, J., Lucas, R., Brito, M., Albuquerque, D. P., Mithoowani, U., & Mateus, N. M. (2022). Energy gamification: design and development of a user interface tool to upgrade social experience and energy literacy. Open Research Europe, 2.
Cuong, D. (2025). The influence of utilitarian value, hedonic value, and online review on consumers’ satisfaction, trust, and repurchasing intention in e-commerce platforms. Innovative Marketing, 21, 105–118. https://doi.org/10.21511/im.21(2).2025.09
CustomerGlu. (2023). Gamification For E-comm Platforms_ Everything You Need To Know _ customer Glu.
Dang, T.-Q., Nguyen, T.-M., Tran, P.-T., Phan, T.-T. C., Huynh, T.-B., & Nguyen, L.-T. (2025). From reality to virtuality: Unveiling Gen Z’s purchasing behavior through virtual influencers in the metaverse. Digital Business, 5(2), 100141. https://doi.org/10.1016/j.digbus.2025.100141
Dang, T. Q., Tan, G. W. H., Aw, E. C. X., Ooi, K. B., Metri, B., & Dwivedi, Y. K. (2023). How to generate loyalty in mobile payment services? An integrative dual SEM-ANN analysis. International Journal of Bank Marketing, 41(6), 1177–1206. https://doi.org/10.1108/IJBM-05-2022-0202 
Dang, T.-Q., Tran, T. T., Nguyen, M. T., Nguyen, L.-T., & Duc, D. T. V. (2025). Unlocking impulsive travel decisions through short video platforms: The empirical study from Generation Z. Corporate Governance and Organizational Behavior Review, 9(1), 29–39. https://doi.org/10.22495/cgobrv9i1p3 
Dang, T.-Q., Nguyen, L.-T., & Duc, D. T. V. (2025). Impulsive Buying and Compulsive Buying in Social Commerce: An Integrated Analysis using the Cognitive-Affective-Behavior Model and Theory of Consumption Values with PLS-SEM. SAGE Open, 15(2). https://doi.org/10.1177/21582440251334215
Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.
Denis Hure. (2024, December 15). Negative affects of gamification: what to watch for? Reward the World. https://rewardtheworld.net/negative-effects-of-gamification-what-to-watch-for/ 
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, September, 9–15. https://doi.org/10.1145/2181037.2181040
Dey, A. (2023). How E-commerce Marketplaces can Boost Retention in Vietnam _ MoEngage. Moengage.
Dicheva, D., Caldwell, R., & Guy, B. (2020). Do badges increase student engagement and motivation? Proceedings of the 21st Annual Conference on Information Technology Education, 81–86.
Dindar, M., Ren, L., & Järvenoja, H. (2021). An experimental study on the effects of gamified cooperation and competition on English vocabulary learning. British Journal of Educational Technology, 52(1), 142–159.
Doğan-Südaş, H., Kara, A., & Karaca, E. (2023). Effects of Gamified Mobile Apps on Purchase Intentions and Word-of-Mouth Engagement: Implications for Sustainability Behavior. Sustainability (Switzerland), 15(13). https://doi.org/10.3390/su151310506 
Duc, D. T. V., Mai, L. T. V., Dang, T.-Q., Le, T.-T., & Nguyen, L.-T. (2024). Unlocking impulsive buying behavior in the metaverse commerce: a combined analysis using PLS-SEM and ANN. Global Knowledge, Memory and Communication, ahead-of-print(ahead-of-print). https://doi.org/10.1108/GKMC-05-2024-0266
Dyer, T., Aroz, J., & Mandernach, J. (2023). One Interactive Approach to Gamify the Online Classroom: Digital badges: Effective eLearning (Special Series). eLearn. 2023(6). ACM New York, NY, USA.
Easley, D., & Ghosh, A. (2016). Incentives, Gamification, and Game Theory: An Economic Approach to Badge Design. ACM Transactions on Economics and Computation, 4, 1–26. https://doi.org/10.1145/2910575
Eroglu, S. A., Machleit, K. A., & Davis, L. M. (2003). Empirical Testing of a Model of Online Store Atmospherics and Shopper Responses. Psychology and Marketing, 20(2), 139–150. https://doi.org/10.1002/mar.10064
Eszter, M., Hashim, H., & Daheem, H. (2024). Gamification: The Good, The Bad, and the Way Forward. Walturn. https://www.walturn.com/insights/gamification-the-good-the-bad-and-the-way-forward
Etikan, I., Musa, S. A., & Alkassim, R. S. (2016). Comparison of convenience sampling and purposive sampling. American Journal of Theoretical and Applied Statistics, 5(1), 1–4. https://doi.org/10.11648/j.ajtas.20160501.11
Evelina, T. Y., Kusumawati, A., Nimran, U., & Sunarti. (2020). The influence of utilitarian value, hedonic value, social value, and perceived risk on customer satisfaction: Survey of E-commerce customers in indonesia. Business: Theory and Practice, 21(2), 613–622. https://doi.org/10.3846/btp.2020.12143
Fiore, A., Jin, H.-J., & Kim-Vick, J. (2005). For Fun and Profit: Image Interactivity, Hedonic Value, and Responses Towards an Online Store. Psychology and Marketing, 22, 669–694. https://doi.org/10.1002/mar.20079
Foo, P.-Y., Lee, V.-H., Tan, G., & Ooi, K.-B. (2018). A gateway to realising sustainability performance via green supply chain management practices: A PLS-ANN approach. Expert Systems with Applications, 107. https://doi.org/10.1016/j.eswa.2018.04.013
Fornell, C., & Larcker, D. F. (1981). Structural Equation Models with Unobservable Variables and Measurement Error: Algebra and Statistics. Journal of Marketing Research, 18(3), 382–388. https://doi.org/10.2307/3150980
Foroughi, B., Iranmanesh, M., Kuppusamy, M., Ganesan, Y., Ghobakhloo, M., & Madugoda Gunaratnege, S. (2023). Determinants of continuance intention to use gamification applications for task management: an extension of technology continuance theory. https://doi.org/10.1108/EL-05-2022-0108
Fortune Business Insights. (2020). The global gamification market size was USD 6.33 billion in 2019 and is projected to reach USD 37.00 billion by 2027, exhibiting a CAGR of 24.8% during the forecast period.... Read More at:- https://www.fortunebusinessinsights.com/industry-reports/gamific.
Friedlander, S. (2022). What Is ‘Customer Stickiness’ and How Can it Benefit Your Business_ _ CO- by US Chamber of Commerce.
Friedrich, T., Schlauderer, S., & Overhage, S. (2019). The impact of social commerce feature richness on website stickiness through cognitive and affective factors: An experimental study. Electronic Commerce Research and Applications, 36, 100861. https://doi.org/10.1016/j.elerap.2019.100861
Gan, C., & Wang, W. (2017). The influence of perceived value on purchase intention in social commerce context. Internet Research, 27(4), 772–785. https://doi.org/10.1108/IntR-06-2016-0164
Gaonkar, Dr. S., Khan, Dr. D., Manisha, M., & Singh, A. (2022). Impact of Gamification on Learning and Development. Journal of Advances in Education and Philosophy, 6(2), 63–70. https://doi.org/10.36348/jaep.2022.v06i02.003
Gogan, I. C. W., Zhang, Z., & Matemba, E. D. (2018). Impacts of gratifications on consumers’ emotions and continuance use intention: An empirical study of Weibo in China. Sustainability (Switzerland), 10(9). https://doi.org/10.3390/su10093162
Groves, R. M., Fowler Jr, F. J., Couper, M. P., Lepkowski, J. M., Singer, E., & Tourangeau, R. (2011). Survey methodology. John Wiley & Sons.
Guo, J., & Li, L. (2022). Exploring the Relationship Between Social Commerce Features and Consumers’ Repurchase Intentions: The Mediating Role of Perceived Value. Frontiers in Psychology, 12(March). https://doi.org/10.3389/fpsyg.2021.775056
Guo, J., Li, Y., Xu, Y., & Zeng, K. (2021). How Live Streaming Features Impact Consumers’ Purchase Intention in the Context of Cross-Border E-Commerce? A Research Based on SOR Theory. Frontiers in Psychology, 12(November), 1–10. https://doi.org/10.3389/fpsyg.2021.767876
Gupta, S., Dutt, R., Sharma, A., & Sharma, B. (2024). Gamification in Digital Marketing: Proposing a Theoretical Framework Based on Uses and Gratifications Theory. BIMTECH Business Perspectives. https://doi.org/10.1177/25819542241246884 
Hair, J. F., Hult, G. T. M., & Ringle, C. M. (2017). A primer on partial least squares structural equation modeling (PLS-SEM).
Hair, J., Hollingsworth, C. L., Randolph, A. B., & Chong, A. Y. L. (2017). An updated and expanded assessment of PLS-SEM in information systems research. Industrial Management & Data Systems, 117(3), 442–458. https://doi.org/10.1108/IMDS-04-2016-0130
Hair Jr., J. F., Hult, G. T. M., Ringle, C., & Sarstedt, M. (2016). A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM). Thousand Oaks, CA: Sage Publications.
Hair, J., Sarstedt, M., & Ringle, C. (2021). Partial Least Squares Structural Equation Modeling (pp. 1–47). https://doi.org/10.1007/978-3-319-05542-8_15-2
Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications, 12(4), 236–245. https://doi.org/10.1016/j.elerap.2013.01.004
Hamari, J., & Koivisto, J. (2013). Social motivations to use gamification: An empirical study of gamifying exercise. ECIS 2013 - Proceedings of the 21st European Conference on Information Systems, 1–12.
Hamari, J., & Koivisto, J. (2015a). Why do people use gamification services? International Journal  Information Management, 35(4), 419–431. https://doi.org/10.1016/j.ijinfomgt.2015.04.006
Hamari, J., & Koivisto, J. (2015b). “Working out for likes”: An empirical study on social influence in exercise gamification. Computers in Human Behavior, 50, 333–347. https://doi.org/10.1016/j.chb.2015.04.018
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. Proceedings of the Annual Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377
Hamari, J. (2017). Do games motivate or de-motivate to consume? Business Horizons, 60(6), 759-770.
Hassan, L., Dias, A., & Hamari, J. (2019). How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking. International Journal of Information Management, 46(July 2018), 151–162. https://doi.org/10.1016/j.ijinfomgt.2018.12.004
He, G., Zhang, Y., Jiang, X., & Zhang, J. (2020). Customer Stickiness to" Internet+" Environmental Protection Public Welfare Platforms. 2020 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM), 817–821.
Helmefalk, M., & Marcusson, L. (2019). Gamification in a servicescape context: A conceptual framework. International Journal of Internet Marketing and Advertising, 13, 22. https://doi.org/10.1504/IJIMA.2019.097894
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115–135. https://doi.org/10.1007/s11747-014-0403-8
Herzig, P., Ameling, M., Wolf, B., & Schill, A. (2015). Implementing gamification: requirements and gamification platforms. Gamification in Education and Business, 431–450.
Hew, J. J., Leong, L. Y., Tan, G. W. H., Ooi, K. B., & Lee, V. H. (2019). The age of mobile social commerce: An artificial neural network analysis on its resistances. Technological Forecasting and Social Change, 144, 311–324.
Hewapathirana, N. T., & Caldera, S. (2023). A Conceptual Review on Gamification as a Platform for Brand Engagement in the Marketing Context. Sri Lanka Journal of Marketing, 9(1), 41–55. https://doi.org/10.4038/sljmuok.v9i1.119 
Hofstede, G. (2001). Culture’s Consequences: Comparing Values, Behaviors, Institutions and Organizations Across Nations (2nd ed., Vol. 41). Sage Publications.
Högberg, J., Ramberg, M. O., Gustafsson, A., & Wästlund, E. (2019). Creating brand engagement through in-store gamified customer experiences. Journal of Retailing and Consumer Services, 50(November 2018), 122–130.
Hochreiter, V., Benedetto, C., & Loesch, M. (2023). The Stimulus-Organism-Response (S-O-R) Paradigm as a Guiding Principle in Environmental Psychology: Comparison of its Usage in Consumer Behavior and Organizational Culture and Leadership Theory. Journal of Entrepreneurship and Business Development, 3, 7–16. https://doi.org/10.18775/jebd.31.5001 
Hofstede Insights. (2023). Country comparison: Vietnam, United States, China. Retrieved from https://www.hofstede-insights.com
Hsu, C. L., & Chen, M. C. (2018a). How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love. Computers in Human Behavior, 88, 121–133. https://doi.org/10.1016/j.chb.2018.06.037
Hsu, C.-L. (2022). Applying cognitive evaluation theory to analyze the impact of gamification mechanics on user engagement in resource recycling. Information & Management, 59, 103602. https://doi.org/10.1016/j.im.2022.103602
Hu, M., & Chaudhry, S. S. (2020). Enhancing consumer engagement in e-commerce live streaming via relational bonds. Internet Research, 30(3), 1019–1041. https://doi.org/10.1108/INTR-03-2019-0082
Hu, S., & Zhu, Z. (2022). Effects of Social Media Usage on Consumers’ Purchase Intention in Social Commerce: A Cross-Cultural Empirical Analysis. Frontiers in Psychology, 13(May), 1–17. https://doi.org/10.3389/fpsyg.2022.837752
Huong, T. (2023). Không gian mới, cơ hội mới cho Internet Việt Nam. Ministry of Science and Technology. https://mst.gov.vn/khong-gian-moi-co-hoi-moi-cho-internet-viet-nam-197231123084450429.htm
Huseynov, F. (2020). Gamification in e-commerce: Enhancing digital customer engagement through game elements. In Digital innovations for customer engagement, management, and organizational improvement (pp. 144–161). IGI Global.
Hwang, J., & Choi, L. (2020). Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty. Journal of Business Research, 106(November 2017), 365–376. https://doi.org/10.1016/j.jbusres.2019.01.031
Imran, H. (2019). Evaluation of awarding badges on Student’s engagement in Gamified e-learning systems. Smart Learning Environments, 6(1), 17.
Jacoby, J. (2002). Stimulus-organism-response reconsidered: An evolutionary step in modeling (consumer) behavior. Journal of Consumer Psychology, 12(1), 51–57. https://doi.org/10.1207/153276602753338081
Johnson, D., Horton, E., Mulcahy, R., & Foth, M. (2017). Gamification and serious games within the domain of domestic energy consumption: A systematic review. Renewable and Sustainable Energy Reviews, 73, 249–264. https://doi.org/10.1016/j.rser.2017.01.134
Jones, B. A., Madden, G. J., Wengreen, H. J., Aguilar, S. S., & Desjardins, E. A. (2014). Gamification of dietary decision-making in an elementary-school cafeteria. PLoS ONE, 9(4). https://doi.org/10.1371/journal.pone.0093872
Karimi, K., & Nickpayam, J. (2017). RETRACTED: Gamification from the Viewpoint of Motivational Theory. Emerging Science Journal, 1(1), 34–42.
Kartevoll, M. (2017). Improving user experience with gamification and reward systems. NTNU.
Kaur, J., Lavuri, R., Parida, R., & Singh, S. V. (2023). Exploring the impact of gamification elements in brand apps on the purchase intention of consumers. Journal of Global Information Management (JGIM), 31(1), 1–30.
Kim, C., Costello, F. J., & Lee, K. C. (2020). The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.01664
Kim, S.-B., Sun, K.-A., & Kim, D.-Y. (2013). The Influence of Consumer Value-Based Factors on Attitude-Behavioral Intention in Social Commerce: The Differences between High- and Low-Technology Experience Groups. Journal of Travel & Tourism Marketing, 30, 108–125. https://doi.org/10.1080/10548408.2013.751249
Kinga. (2023). 3 Examples of Gamification in Healthcare Marketing.
Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210.
Kotp, M. H., Bassyouny, H. A. A., Aly, M. A., Ibrahim, R. K., Hendy, A., Attia, A. S., Mekdad, A. K., Hafez, A. A., Abdelaliem, S. M. F., Baghdadi, N. A., Hendy, A., & Ismail, H. A. (2025). Game on or game over? Gamification from 360-degree perspective, perception, confidence, and challenges in simulation-based nursing education: Mixed-method study. BMC Nursing, 24, Article 602. https://doi.org/10.1186/s12912-025-03253-z
Kulal, S., Li, Z., & Tian, X. (2022). Security and privacy in virtual reality: A literature review. Issues in Information Systems, 23(2), 185–192. https://doi.org/10.48009/2_iis_2022_125
Kusumawardani, K. A., Widyanto, H. A., & Tambunan, J. E. G. (2023). The role of gamification, social, hedonic and utilitarian values on e-commerce adoption. Spanish Journal of Marketing - ESIC, 27(2), 158–177. https://doi.org/10.1108/SJME-09-2022-0188
Lai, I. K. W., & Hitchcock, M. (2017). Sources of satisfaction with luxury hotels for new, repeat, and frequent travelers: A PLS impact-asymmetry analysis. Tourism Management, 60, 107–129. https://doi.org/https://doi.org/10.1016/j.tourman.2016.11.011 
Lal, M. (2021). A Theoretical Study of E-Loyalty. Bioscience Biotechnology Research Communications, 14(5), 17–20. https://doi.org/10.21786/bbrc/14.5/3
Landers, R. N., Bauer, K. N., & Callan, R. C. (2017). Gamification of task performance with leaderboards: A goal setting experiment. Computers in Human Behavior, 71, 508–515. https://doi.org/10.1016/j.chb.2015.08.008
Lee, H. J. (2020). A study of consumer repurchase behaviors of smartphones using artificial neural network. Information (Switzerland), 11(9). https://doi.org/10.3390/INFO11090400
Leong, L. Y., Jaafar, N. I., & Ainin, S. (2018). Understanding facebook commerce (f-commerce) actual purchase from an artificial neural network perspective. Journal of Electronic Commerce Research, 19(1), 75–103.
Leong, L.-Y., Hew, T.-S., Ooi, K.-B., & Lin, B. (2019). Do Electronic Word-of-Mouth and Elaboration Likelihood Model Influence Hotel Booking? Journal of Computer Information Systems, 59(2), 146–160. https://doi.org/10.1080/08874417.2017.1320953
Leong, L.-Y., Hew, T.-S., Ooi, K.-B., & Wei, J. (2020). Predicting mobile wallet resistance: A two-staged structural equation modeling-artificial neural network approach. International Journal of Information Management, 51, 102047. https://doi.org/https://doi.org/10.1016/j.ijinfomgt.2019.102047
Leong, T. K., Meng, T. P., & Alex, T. Y. J. (2022). Impulse Buying in Live Stream Based on the Stimulus-Organism-Response Framework. Journal Pengurusan, 66.
Lim, A.-F., Lee, V.-H., Foo, P.-Y., Ooi, K.-B., & Wei–Han Tan, G. (2022). Unfolding the impact of supply chain quality management practices on sustainability performance: an artificial neural network approach. Supply Chain Management: An International Journal, 27(5), 611–624.
Lin, B., & Shen, B. (2023). Study of Consumers’ Purchase Intentions on Community E-commerce Platform with the SOR Model: A Case Study of China’s “Xiaohongshu” App. Behavioral Sciences, 13(2). https://doi.org/10.3390/bs13020103
Liu, B., & Tanaka, J. (2020a). Applying social gamification in a gamified point system. International Conference on Human-Computer Interaction, 148–161.
Liu, B., & Tanaka, J. (2020b). Integrating gamification and social interaction into an AR-based gamified point system. Multimodal Technologies and Interaction, 4(3), 51.
Liu, Y., Huang, S., & Li, C. (2020). The effects of gamification on customer satisfaction and loyalty. Journal of Business Research, 108, 238-247.
Lopes, J. M., Gomes, S., Lopes, P., Silva, A., Lourenço, D., Esteves, D., Cardoso, M., & Redondo, V. (2023). Exploring the Role of Gamification in the Online Shopping Experience in Retail Stores: An Exploratory Study. Social Sciences, 12(4). https://doi.org/10.3390/socsci12040235
Lugmayr, A., Sutinen, E., Suhonen, J., Islas Sedano, C., Hlavacs, H., & Suero Montero, C. (2017). Serious storytelling - a first definition and review. Multimedia Tools and Applications, 76, 15707–15733. https://doi.org/10.1007/s11042-016-3865-5
Lundqvist, A., Liljander, V., Gummerus, J., & van Riel, A. (2013). The impact of storytelling on the consumer brand experience: The case of a firm-originated story. Journal of Brand Management, 20, 283–297. https://doi.org/10.1057/bm.2012.15
Malmiri, M. M., Keshavarz, M., Sabokro, M., Barootkoob, M., & Monfared, A. R. K. (2022). The online stickiness circumstances in electronic retailing: website quality, perceived risk, and perceived value. International Journal of Electronic Business, 1(1), 1. https://doi.org/10.1504/ijeb.2022.10047945
Manisha. (2025). Unlocking Consumer Engagement: A Comprehensive Review of Gamification in ECommerce. International Journal for Research in Applied Science & Engineering Technology (IJRASET), 13(V). https://doi.org/https://doi.org/10.22214/ijraset.2025.71556
Mamedov, A., & Korkiya, E. (2023). Gamification of social practices. Moscow State University Bulletin. Series 18. Sociology and Political Science, 29, 197–218. https://doi.org/10.24290/1029-3736-2023-29-2-197-218
Manerikar, V., & Manerikar, S. (2014). A Note on Exploratory Research.
Mariano, C., Santos, C., Mariano, M., & Ramos, C. M. Q. (2022). Technological Innovations and the Effects on Online Shopping. ACM International Conference Proceeding Series, 79–84. https://doi.org/10.1145/3563137.3563168
Maxwell, S. E., & Cole, D. A. (2007). Bias in cross-sectional analyses of longitudinal mediation. Psychological Methods, 12(1), 23-44.
Mazikov, N. (2024). eCommerce Gamification_ Best Practices and Examples. Simtechdev.
McCauley, B., Nguyen, T. H. T., McDonald, M., & Wearing, S. (2020). Digital gaming culture in Vietnam: an exploratory study. Leisure Studies, 39(3), 372–386.
Meder, M., Plumbaum, T., Raczkowski, A., Jain, B., & Albayrak, S. (2018). Gamification in E-commerce: Tangible vs. Intangible rewards. ACM International Conference Proceeding Series, January 2019, 11–19. https://doi.org/10.1145/3275116.3275126 
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048
Mehrabian, A., & Russell, J. A. (1974). A verbal measure of information rate for studies in environmental psychology. Environment and Behavior, 6(2), 233–252. https://doi.org/10.1177/001391657400600205 
Meylina, A. (2025). Gamification Innovation in E-commerce Through Analysis of Latah to Enhance Customer Experience. Journal of Information Systems Engineering and Management, 10, 372–383. https://doi.org/10.52783/jisem.v10i28s.4337
Mishra, M. K., Kesharwani, A., Gautam, V., & Sinha, P. (2022). Stimulus-Organism-Response (SOR) Model Application in Examining the Effectiveness of Public Service Advertisements. International Journal of Business, 27(2), 1–17.
Mu, J., & Zhang, J. (2021). Seller marketing capability, brand reputation, and consumer journeys on e-commerce platforms. Journal of the Academy of Marketing Science, 49. https://doi.org/10.1007/s11747-021-00773-3
Mullins, J. K., & Sabherwal, R. (2018). Beyond enjoyment: a cognitive-emotional perspective of gamification.
Murdiana, R. (2020). Business Ecosystem & Strategy. International Journal of Business Ecosystem & Strategy, 2(1), 30–41.
Nguyen, A.-H. D., Pham, N.-U. T., Lin, P.-T., Dang, T.-Q., Tran, P.-T., Le, T.-T., Phan, T.-T. C., & Nguyen, L.-T. (2024). Acceptance and use of live streaming on metaverse in Vietnam: An analysis with the UTAUT2. Journal of Infrastructure, Policy and Development, 8(8), 6069. https://doi.org/10.24294/jipd.v8i8.6069
Nguyen, B. H. T., Le, T. H., Dang, T. Q., & Nguyen, L. T. (2023). What Role Does Ai Chatbot Perform in the F&B Industry? Perspective From Loyalty and Value Co-Creation: Integrated Pls-Sem and Ann Techniques. Journal of Law and Sustainable Development, 11(4), 1–39. https://doi.org/10.55908/sdgs.v11i4.794
Nguyen, H. H., Nguyen-Viet, B., & Hoang Nguyen, Y. T. (2023). Attitudes towards gamification advertising in Vietnam: a social commerce context. Behaviour & Information Technology, 1–17.
Nguyen, L.-T., Phan, T.-T. C., & Dang, T.-Q. (2025). The Power of Interactive Mobile Advertising: How Self-brand Congruity Shapes Brand Engagement in Self-concept. Journal of Creative Communications. https://doi.org/10.1177/09732586251359718
Nguyen, L.-T., Dang, T.-Q., & Duc, D. T. V. (2024). The Dark Sides of AI Advertising: The Integration of Cognitive Appraisal Theory and Information Quality Theory. Social Science Computer Review, 08944393241258760. https://doi.org/https://doi.org/10.1177/08944393241258760
Nguyen, L.-T., Dwivedi, Y., Tan, G., Aw, E., Lo, P.-S., & Ooi, K.-B. (2022). Unlocking Pathways to Mobile Payment Satisfaction and Commitment. Journal of Computer Information Systems, 63, 1–18. https://doi.org/10.1080/08874417.2022.2119444
Nguyen, L.-T., Phan, T.-T. C., Dang, D.-V. T., & Tran, T.-T. T. (2023). Mobile Payment Adoption in Vietnam: A Two-Staged SEM-ANN Approach BT - Current and Future Trends on Intelligent Technology Adoption: Volume 1. In M. A. Al-Sharafi, M. Al-Emran, G. W.-H. Tan, & K.-B. Ooi (Eds.), Current and Future Trends on Intelligent Technology Adoption (pp. 209–228). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-48397-4_11 
Nguyen, N.-T. T., Tran, P.-T., Dang, T.-Q., & Nguyen, L.-T. (2024). The future of non-contact commerce: the role of voice payments. Journal of Financial Services Marketing, 29(4), 1260–1278. https://doi.org/10.1057/s41264-024-00292-6
Nugroho, S. (2024). Gamification aspects affecting mobile app continued use, attitude, and satisfaction. Journal Siasat Bisnis, 28(2)19–36. https://doi.org/10.20885/jsb.vol28.iss1.art2
Ooi, K. B., & Tan, G. W. H. (2016). Mobile technology acceptance model: An investigation using mobile users to explore smartphone credit card. Expert Systems with Applications, 59, 33–46. https://doi.org/10.1016/j.eswa.2016.04.015 
Phan, L.-G. N., Tri, D. Q., Dang, S.-H., & Nguyen, L.-T. (2025). Hooked on Livestreaming: What Drives Customer Repurchase Intention in E-Commerce? Journal of Creative Communications. https://doi.org/10.1177/09732586241311001
Peifer, C., Wolters, G., Harmat, L., Heutte, J., Tan, J., Freire, T., Tavares, D., Fonte, C., Andersen, F. O., & van den Hout, J. (2022). A scoping review of flow research. Frontiers in Psychology, 13, 815665.
Petkus, E. (2004). Enhancing the application of experiential marketing in the arts. International Journal of Nonprofit and Voluntary Sector Marketing, 9, 49–56. https://doi.org/10.1002/nvsm.232
Pradhana, B. S., Anandito, M. F., Anggara, M. A. K. D., & Handayani, P. W. (2022). The Influence of Gamification Implementation on Customer Loyalty in Mobile Commerce Applications. 2022 International Conference on Information Management and Technology (ICIMTech 2022), 402–407.
Prihastomo, Y., Meyliana, Hidayanto, A. N., & Prabowo, H. (2018). The Key Success Factors in E-Marketplace Implementation: A Systematic Literature Review. Proceedings of 2018 International Conference on Information Management and Technology (ICIMTech 2018), September, 443–448. https://doi.org/10.1109/ICIMTech.2018.8528189
Ptolemay LLC. (2023). (25) Gamification in E-commerce_ How to Increase Sales_ LinkedIn.
Puig, A., Rodríguez, I., Rodríguez, Á., & Gallego, I. (2023). Evaluating learner engagement with gamification in online courses. Applied Sciences, 13(3), 1535.
Purwianti, L., & Jeslyn, F. (2021). Analysis of the Effect of Online Shopping Value, Effectiveness of Information Content on Purchase Intention With Web Satisfaction As Mediation on Millennials in Batam City. Journal of Business Studies and Mangement Review, 5(1), 55–61. https://doi.org/10.22437/jbsmr.v5i1.15660
Putra Rahmadhan, M. A. W., Sensuse, D. I., Suryono, R. R., & Kautsarina. (2023). Trends and Applications of Gamification in E-Commerce: A Systematic Literature Review. Journal of Information Systems Engineering and Business Intelligence, 9(1), 28–37. https://doi.org/10.20473/jisebi.9.1.28-37 
Rajanen, M., & Rajanen, D. (2017). Usability benefits in gamification. GamiFIN Conference 2017-Proceedings of the 1st International GamiFIN Conference.
Rakhmanita, A., Kusumawardhani, P., & Anggarini, D. T. (2023). Gamification in Teaching Innovation: Perception of Teacher Adaptation with the Organism-response Stimulus Paradigm. Journal Education and Development, 11(1), 221–224.
Rana, J. (2024). Customer Stickiness Definition, Importance & Benefits.
Riserbato, R. (2023). Customer Stickiness: What It Is and How You Can Build It.
Robinson, N. L., Turkay, S., Cooper, L. A. N., & Johnson, D. (2019). Social robots with gamification principles to increase long-term user interaction. Proceedings of the 31st Australian Conference on Human-Computer-Interaction, 359–363.
Rodrigues, L. F., Oliveira, A., & Costa, C. J. (2016). Playing seriously - How gamification and social cues influence bank customers to use gamified e-business applications. Computers in Human Behavior, 63, 392–407. https://doi.org/10.1016/j.chb.2016.05.063
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54–67. https://doi.org/https://doi.org/10.1006/ceps.1999.1020 
Rigby, S., & Ryan, R. M. (2011). Glued to games: How video gamess draw us in and hold us spellbound. Praeger/ABC-CLIO.
Sahrom, M., Selamat, S. R., Ariffin, A., & Robiah, Y. (2018). An Enhancement of Cyber Threat Intelligence Framework. Journal of Advanced Research in Dynamical and Control Systems, 10, 96–104.
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates. Computer in Human Behavior., 69(C), 371–380. https://doi.org/10.1016/j.chb.2016.12.033
Sailer, M., & Homner, L. (2020). The Gamification of Learning: A Meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w 
Salim, F., & Kim, S. (2023). Understanding Gamification Behavior in Indonesian’s E-commerce Applications: A Qualitative Study of University Students. ACM International Conference Proceeding Series, October, 63–69. https://doi.org/10.1145/3604571.3604581  
Samir, A., Sharaf, S., & Elsaadany, N. (2024). Online Consumer Stickiness: A Systematic Review. Journal of Applied Business and Economics, 25, 47. https://doi.org/10.33423/jabe.v25i4.6340
Shadish, W. R., Cook, T. D., & Campbell, D. T. (2002). Experimental and Quasi-Experimental Designs for Generalized Causal Inference. Houghton Mifflin.
Shang, Q., Ma, H., Wang, C., & Gao, L. (2023). Effects of Background Fitting of e-Commerce Live Streaming on Consumers’ Purchase Intentions: A Cognitive-Affective Perspective. Psychology Research and Behavior Management, 16 (December 2022), 149–168. https://doi.org/10.2147/PRBM.S393492
Shao, Z., Zhang, L., Zhang, R., & Pan, Z. Y. (2019). Impact of gamification on consumers’ online impulse purchase: The mediating effect of affect reaction and social interaction. Proceedings of the 23rd Pacific Asia Conference on Information Systems: Secure ICT Platform for the 4th Industrial Revolution, PACIS 2019.
Sharma, S. K., Jebarajakirthy, C., & Dwivedi, Y. K. (2023). Artificial neural network applications in marketing and management research: A systematic review. Journal of Business Research, 154, 113369.
Shiu, J. Y., Liao, S. T., & Tzeng, S. Y. (2023). How does online streaming reform e-commerce? An empirical assessment of immersive experience and social interaction in China. Humanities and Social Sciences Communications, 10(1). https://doi.org/10.1057/s41599-023-01731-w
Shen, L., Zhang, Y., Fan, Y., Chen, Y., & Zhao, Y. (2022). Improving consumer stickiness in livestream e-commerce: A mixed-methods study. Frontiers in Psychology, 13, 962786.
Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345–353. https://doi.org/10.1016/j.chb.2012.06.007
Simões-Silva, V., Maravalhas, V., Cunha, A. R., Soares, M. I., & Marques, A. (2021). The Use of Gamification in Social Phobia. In Handbook of Research on Solving Modern Healthcare Challenges With Gamification (pp. 132–153). IGI Global.
Sitra, O., Katsigiannakis, V., Karagiannidis, C., & Mavropoulou, S. (2017). The effect of badges on the engagement of students with special educational needs: A case study. Education and Information Technologies, 22, 3037–3046.
Sitthipon, T., Limna, P., Jaipong, P., Siripipattanakul, S., & Auttawechasakoon, P. (2022). Gamification Predicting Customers’ Repurchase Intention Via E-Commerce Platforms Through Mediating Effect of Customer Satisfaction in Thailand. 1, 1–14.
Smilansky, S. (2017). Experiential marketing: A practical guide to interactive brand experiences. Kogan Page Publishers.
Song, Z., Liu, C., & Shi, R. (2022). How Do Fresh Live Broadcast Impact Consumers’ Purchase Intention? Based on the SOR Theory. Sustainability (Switzerland), 14(21). https://doi.org/10.3390/su142114382
Srivastava, G., Bag, S., Rahman, M. S., Pretorius, J. H. C., & Gani, M. O. (2023). Examining the dark side of using gamification elements in online community engagement: an application of PLS-SEM and ANN modeling. Benchmarking: An International Journal, 30(9), 2921–2947. https://doi.org/10.1108/BIJ-03-2022-0160
Suh, A., Cheung, C. M. K., Ahuja, M., & Wagner, C. (2017). Gamification in the Workplace: The Central Role of the Aesthetic Experience. Journal of Management Information Systems, 34(1), 268–305. https://doi.org/10.1080/07421222.2017.1297642
Sugiarto, A., Lee, C. W., Huruta, A. D., Dewi, C., & Chen, A. P. S. (2022). Predictors of Pro-Environmental Intention and Behavior: A Perspective of Stimulus–Organism–Response Theory. Sustainability (Switzerland), 14(23). https://doi.org/10.3390/su142316047
Tai, H., & Tu, T. T. (2023). Impact of gamification on Genz impulse buying behavior: Evidence from Shopee application in the Vietnamese market. Global Research Review in Business and Economics, 9(5), 45–57. https://doi.org/10.56805/grrbe.23.9.5.36
Tan, C. C. (2020). Brand management through stimulus-organism-response (sor) integrative efforts. Nimitmai Review Journal, 3(1), 8–17.
Tan, G. W.-H., & Ooi, K.-B. (2018). Gender and age: Do they really moderate mobile tourism shopping behavior? Telematics and Informatics, 35(6), 1617–1642. https://doi.org/https://doi.org/10.1016/j.tele.2018.04.009
Teo, A. C., Tan, G. W. H., Ooi, K. B., & Lin, B. (2015). Why consumers adopt mobile payment? A partial least squares structural equation modelling (PLS-SEM) approach. International Journal of Mobile Communications, 13(5), 478–497. https://doi.org/10.1504/IJMC.2015.070961
Teslenko, O. (2019). Gamification in the Retail: Turning Shopping into a Game | softengi.com. In Https://Softengi.Com/
Tien Minh, D., Vu Lan Oanh, L., & Diem Quynh, N. (2023). How gamification affects online shopping behavior: An approach with youngsters (aged 16–30). Cogent Business and Management, 10(3). https://doi.org/10.1080/23311975.2023.2256076
Toufaily, E., Ricard, L., & Perrien, J. (2013). Customer loyalty to a commercial website: Descriptive meta-analysis of the empirical literature and proposal of an integrative model. Journal of Business Research, 66(9), 1436–1447.
Tran The, N., Nhi, B., Ba, N., Thuy, N., & Nga, D. (2024). Impacts of gamification on app rating, continued use and word-of-mouth intention with mediating effects of user engagement: The case of Momo.
Triandis, H. C. (1995). Individualism and collectivism. Westview Press
Tritah, S., & Daoud, M. (2021). Les fondements conceptuels et théoriques de la méthode des équations structurelles PLS. International Journal of Accounting, Finance, Auditing, Management and Economics, 2(1), 378–395. https://doi.org/10.5281/zenodo.4474527
Valantiejienė, D., & Girdauskienė, L. (2021). Social Interaction Through Gamification in Mobile Learning: Case Study Analysis. 2021 IEEE International Conference on Technology and Entrepreneurship (ICTE), 1–6.
Valerio, C., William, L., & Noémier, Q. (2019). The Impact of Social Media on E-Commerce Decision Making Process, International Journal of Technology for Business (IJTB). Springwish Publisher, Bratislava, 1(1), 1–9.
van der Heijden, H. (2004). User Acceptance of Hedonic Information Systems. MIS Quarterly, 28(4), 695–704. https://doi.org/10.2307/25148660
van de Vijver, F., & Leung, K. (1997). Methods and data analysis for cross-cultural research. Cross-Cultural Psychology Series.
Vo, T. H. N., Chau, T. H., & Dang, Q. T. (2024). Intention to Accept Smart Contracts Based on Blockchain Technology in Vietnamese Businesses. In L. T. Tung, N. H. Sinh, & P. Ha (Eds.), Disruptive Technology and Business Continuity: Proceedings of The 5th International Conference on Business (ICB 2023) (pp. 119–133). Springer Nature Singapore. https://doi.org/10.1007/978-981-97-5452-6_9
Verot, O. (2023). eCommerce Gamification in China_ Increasing Your Audience Engagement Through Mini-Games - Marketing China.
Vu, N. H. (2024, August 20). Vietnam’s E-Commerce Sector Outlook in 2024. Vietnam Briefing. https://www.vietnam-briefing.com/news/vietnams-e-commerce-sector-outlook-in-2024.html/
Wang, T., Ma, H., Ge, H., Sun, Y., Kwok, T. T.-O., Liu, X., Wang, Y., Lau, W. K. W., & Zhang, W. (2025). The use of gamified interventions to enhance social interaction and communication among people with autism spectrum disorder: A systematic review and meta-analysis. International Journal of Nursing Studies, 165, 105037. https://doi.org/https://doi.org/10.1016/j.ijnurstu.2025.105037
Wang, Y., & Yu, C. (2017a). Social interaction-based consumer decision-making model in social commerce: The role of word of mouth and observational learning. International Journal of Information Management, 37(3), 179–189. https://doi.org/10.1016/j.ijinfomgt.2015.11.005
Wong, T. C., Haddoud, M. Y., Kwok, Y. K., & He, H. (2018). Examining the key determinants towards online pro-brand and anti-brand community citizenship behaviours. Industrial Management & Data Systems, 118(4), 850–872. https://doi.org/10.1108/IMDS-07-2017-0313  
Wongkitrungrueng, A., & Assarut, N. (2020). The role of live streaming in building consumer trust and engagement with social commerce sellers. Journal of Business Research, 117, 543–556.
Wrona, K. (2012). Gamification and games, their potential for application in marketing strategies. Transactions of the Institute of Aviation, 227(6), 93–105. https://doi.org/10.5604/05096669.1076720
Wu, X., & Santana, S. (2022). Impact of Intrinsic and Extrinsic Gaming Elements on Online Purchase Intention. Frontiers in Psychology, 13(June), 1–12. https://doi.org/10.3389/fpsyg.2022.885619
Xu, B., Li, H., & Duan, X. (2019). Customer engagement in gamified online services: The effects of satisfaction and trust. International Journal of Information Management, 49, 147-157.
Xu, L., Tong, Q., Zhang, X., Yu, T., Lian, X., Yu, T., Falter, M., Scherrenberg, M., Kaihara, T., & Kizilkilic, S. E. (2023). Smartphone-based gamification intervention to increase physical activity participation among patients with coronary heart disease: A randomized controlled trial. Journal of Telemedicine and Telecare, 1357633X221150943.
Yang, P., Xu, T., Feng, Y., Zhao, Y., & Wang, X. (2018). The impact of gamification elements on the evaluation of marketing activities.
Yang, Q., Huo, J., Li, H., Xi, Y., & Liu, Y. (2023). Can social interaction-oriented content trigger viewers’ purchasing and gift-giving behaviors? Evidence from live-streaming commerce. Internet Research, 33(7), 46–71. https://doi.org/10.1108/INTR-11-2021-0861
Yang, S., & Zeng, X. (2018). Sustainability of government social media: A multi-analytic approach to predict citizens’ mobile government microblog continuance. Sustainability (Switzerland), 10(12). https://doi.org/10.3390/su10124849
Yin, M., & Xiao, R. (2022). The Reward for Luck: Understanding the Effect of Random Reward Mechanisms in Video Games on Player Experience. Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, 1–14.
Yu, N., & Huang, Y. T. (2022). Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention. Computers in Human Behavior, 126(May 2021). https://doi.org/10.1016/j.chb.2021.106991
Yue, Z. Q., & Cho, D.-M. (2022). The Compounding Impact of Gamification Design on Online Consumers" Perceived Value and Continuous Use Intention. https://doi.org/10.17548/ksaf.2022.12.30.369
Yusnara, R., & Soepatini, S. (2023). Utilitarian, hedonic, and social values on e-commerce customer loyalty: mediating role of customer satisfaction. Journal of Enterprise and Development, 5, 296–316. https://doi.org/10.20414/jed.v5i2.7009 
Zhang, G., Cao, J., Huang, M., & Meng, S. (2025). Investigating the impact of user perception and gamification elements on repurchase decisions in game live broadcasting. Frontiers in Psychology, 16, 1492832.
Zainurrafiqi, Z., Amar, S. S., Rohmaniyah, R., Aristin, R., Muchtar, R. P. M., Rusnani, R., Arifin, M., Hadi, A., Bangsa, K. K., & Hidayati, N. (2021). The Effect of Utilitarian Value and Hedonic Value on Customer Loyalty with Customer Satisfaction as an Intervening Variable: Empirical Evidence from Indonesia. International Journal of Multicultural and Multireligious Understanding, 8(5), 291. https://doi.org/10.18415/ijmmu.v8i5.2670
Zhang, J., Jiang, Q., Zhang, W., Kang, L., Lowry, P. B., & Zhang, X. (2023). Explaining the outcomes of social gamification: A longitudinal field experiment. Journal of Management Information Systems, 40(2), 401–439.
Zhang, J., Zou, Y., Wang, S., & Xiang, Y. (2025). Consumer experience and perception in gamification marketing: evidence from the user survey of POPMART. Frontiers in Communication, 10. https://doi.org/10.3389/fcomm.2025.1388020
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(October), 102267. https://doi.org/10.1016/j.ijinfomgt.2020.102267
Zhang, T., Wang, W. Y. C., Cao, L., & Wang, Y. (2019). The role of virtual try-on technology in online purchase decision from consumers’ aspect. Internet Research, 29(3), 529–551. https://doi.org/10.1108/IntR-12-2017-0540
Zhou, Y., Kumar, S., & Furuoka, F. (2024). Enhancing customer value co-creation and stickiness in social commerce: integrating PLS-SEM and NCA for deeper insights into customer-to-customer dynamics. Humanities and Social Sciences Communications, 11(1), 1–15. https://doi.org/10.1057/s41599-023-02586-x