Evaluating the role of gamification and flow in e-consumers: millennials versus generation X
Author:
García Jurado, Alejandro; Castro González, Pilar
; Torres Jiménez, Mercedes
; Leal Rodríguez, Antonio Luis
ISSN:
0368-492XDOI:
10.1108/K-07-2018-0350Date:
2019Abstract:
This research has three main objectives. First, it examines influence of gamification on the behavioral intention to use an e-commerce platform. Second, it analyzes the role of the flow state given its importance in terms of behavior in online environments. Finally, the study aims to detect and analyze differences between Millennials and Generation X.
This research has three main objectives. First, it examines influence of gamification on the behavioral intention to use an e-commerce platform. Second, it analyzes the role of the flow state given its importance in terms of behavior in online environments. Finally, the study aims to detect and analyze differences between Millennials and Generation X.
Es la versión enviada del artículo. Se puede consultar la versión final en https://doi.org/10.1108/K-07-2018-0350
Es la versión enviada del artículo. Se puede consultar la versión final en https://doi.org/10.1108/K-07-2018-0350
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