Volume 6, Issue 1 (4-2019)                   Human Information Interaction 2019, 6(1): 73-88 | Back to browse issues page

XML Persian Abstract Print


Download citation:
BibTeX | RIS | EndNote | Medlars | ProCite | Reference Manager | RefWorks
Send citation to:

Farmani M, Ghaffari M, Zandi Nasab M. Website features analysis in the field of gamification focusing on the roles of the mediator of experience and attitude of users (Cace study: Digi Kala). Human Information Interaction 2019; 6 (1)
URL: http://hii.khu.ac.ir/article-1-2833-en.html
Farabi Campus University of Tehran
Abstract:   (46782 Views)
Background and Aim: Managing the experience the user has in dealing with the website can play a significant role in improvement of a longer and more valuable relationship. One of the new technologies that can play a role in pleasant, enjoyable and effective experience of the users is gamification. Because this technology transforms every day, repetitive, and formal activities into exciting, challenging and entertaining experiences with the rules of the game and makes a different experience for users; also, provides the intention to use and advice to others. Therefore, the purpose of this study is to Digi Kala website features analysis in the field of gamification focusing on the roles of the mediator of experience and attitude of users and impact of the antecedents on intention to use and word of mouth intention   
Methods: This research is applied in terms of purpose and is descriptive in terms of method. The statistical population of the study consisted of all users of Digi Kala online store, which in the period of data collection in July, 2018 were users of this website, and 294 samples were collected by sampling method. The main tool for collecting data was a questionnaire. To analyze and confirm the validity of research, construct validity and convergent validity were investigated. Cronbach's alpha coefficient was used to assess the reliability of the questionnaire. SPSS and LISREL software were used to analyze the data.
Results: All the research hypotheses were approved except for the second hypothesis.
Conclusion: The results of the research show that service quality, system quality and information quality on Digi Kala website affect user experience and user experience on Digi Kala website affects the user's attitude toward it. Also, the user's attitude towards Digi Kala website affects the intention to use and word of mouth intention.
Full-Text [PDF 1657 kb]   (8455 Downloads)    
Type of Study: Research | Subject: Special

References
1. Ahmadi, S., Derakhshan, H. B., Yazdani, S., & Hos-seini, M. (2016). The use of Gamification in Medical Educations. International Journal of Pharma-ceutical Research and Allied Sciences, 5(2), 355-362.‌
2. Ajzen, I. (2002). Perceived behavioral control, self‐efficacy, locus of control, and the theory of planned behavior 1. Journal of applied social psychology, 32(4), 665-683.‌ [DOI:10.1111/j.1559-1816.2002.tb00236.x]
3. Alkhalaf, S., Nguyen, A. T., Drew, S., & Jones, V. (2013). Measuring the information quality of e-learning systems in KSA: attitudes and perceptions of learners. In Robot Intelligence Technology and Applications 2012 (pp. 787-791). Springer, Berlin, Heidelberg.‌ [DOI:10.1007/978-3-642-37374-9_75]
4. Alzahrani, A. I., Mahmud, I., Ramayah, T., Alfarraj, O., & Alalwan, N. (2017). Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students. Telematics and Informatics, 34(4), 239-251.‌ [DOI:10.1016/j.tele.2016.07.001]
5. Ansari Tadi, A., Amiri, F., Telgardi, J., & Panahbekhoda, E. (2016). Gamification and its role in managing the computer game user experience (the consumer gaming market). The 3rd National Conference on Computer Games, Opportunities and Challenges, Isfahan, Isfahan University. (Persian)
6. Azizabadi Farahani, F., Bitaraf, M., & Minai, B. (2017). Improving cultural eduction through com-puter game with an emphasis on gamification. Jour-nal of Iranian Cultural Research, 11(1), 151-182. (Persian)
7. Baber, A., Thurasamy, R., Malik, M. I., Sadiq, B., Islam, S., & Sajjad, M. (2016). Online word-of-mouth antecedents, attitude and intention-to-purchase electronic products in Pakistan. Telematics and Informatics, 33(2), 388-400.‌ [DOI:10.1016/j.tele.2015.09.004]
8. Ballantine, P. W. (2005). Effects of interactivity and product information on consumer satisfaction in an online retail setting. International Journal of Retail & Distribution Management, 33(6), 461-471.‌ [DOI:10.1108/09590550510600870]
9. Byrne, B. M. (2013). Structural equation modeling with LISREL, PRELIS, and SIMPLIS: Basic con-cepts, applications, and programming. Psychology Press.‌ [DOI:10.4324/9780203774762]
10. Cao, J.,Gremillion, B.,Zieba, K. (2015). UX Design Process Best Practices Documentation for Moving Design Forward. " uxpin ".
11. Carlos, F., Raquel, G., & Carlos, O. (2008). The rele-vance of Web Design for the Website Success: A heuristic analysis. University of Zaragoza.‌
12. Casaló, L. V., Flavián, C., & Guinalíu, M. (2011). Understanding the intention to follow the advice ob-tained in an online travel community. Computers in Human Behavior, 27(2), 622-633. [DOI:10.1016/j.chb.2010.04.013]
13. Chang, H. H., & Chen, S. W. (2009). Consumer per-ception of interface quality, security, and loyalty in electronic commerce. Information & management, 46(7), 411-417.‌ [DOI:10.1016/j.im.2009.08.002]
14. Chong, H., Cates, D., & Rauniar, R. (2010). Validity of Delone and Mclean's E-Commerce Model in B2C Student Loan Industry. Journal of International Technology and Information Management, 19(1), 3.‌ [DOI:10.58729/1941-6679.1058]
15. Dedeke, A. N. (2016). Travel web-site design: Infor-mation task-fit, service quality and purchase inten-tion. Tourism management, 54, 541-554.‌ [DOI:10.1016/j.tourman.2016.01.001]
16. Dehadadhti, Z., Solymanzade, O., & Shahmirzayi. V. (2016). Impact of the quality of electronic services on the special value of the brand, due to the role of mediation in electronic trust, electronic consent and electronic loyalty. Business Strategies Shahed Uni-versity, 24(10), 127-144. (Persian)
17. Delone, W. H., & McLean, E. R. (2003). The DeLone and McLean model of information systems success: a ten-year update. Journal of management information systems, 19(4), 9-30.‌ [DOI:10.1080/07421222.2003.11045748]
18. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek con-ference: Envisioning future media environments (pp. 9-15). ACM.‌ [DOI:10.1145/2181037.2181040]
19. Ding, X. D., Huang, Y., & Verma, R. (2011). Cus-tomer experience in online financial services: A study of behavioral intentions for techno-ready market segments. Journal of service management, 22(3), 344-366.‌ [DOI:10.1108/09564231111136863]
20. DomíNguez, A., Saenz-De-Navarrete, J., De-Marcos, L., FernáNdez-Sanz, L., PagéS, C., & MartíNez-HerráIz, J. J. (2013). Gamifying learning experienc-es: Practical implications and outcomes. Computers & Education, 63, 380-392.‌ [DOI:10.1016/j.compedu.2012.12.020]
21. Fröjdman, S. (2016). User experience guidelines for design of virtual reality graphical user interfaces controlled by head orientation input.
22. Fulbright, R. K., Troche, C. J., Skudlarski, P., Gore, J. C., & Wexler, B. E. (2001). Functional MR imaging of regional brain activation associated with the af-fective experience of pain. American Journal of Roentgenology, 177(5), 1205-1210.‌ [DOI:10.2214/ajr.177.5.1771205] [PMID]
23. Gentile, C., Spiller, N., & Noci, G. (2007). How to sustain the customer experience:: An overview of experience components that co-create value with the customer. European management journal, 25(5), 395-410.‌ [DOI:10.1016/j.emj.2007.08.005]
24. Hamari, J., & Koivisto, J. (2015). Why do people use gamification services?. International Journal of In-formation Management, 35(4), 419-431.‌ [DOI:10.1016/j.ijinfomgt.2015.04.006]
25. Hao, Y., Chong, W., Man, K. L., Liu, O., & Shi, X. (2016). Key Factors Affecting User Experience of Mobile Crowdsourcing Applications. In Pro of the International MultiConference of Engineers and Computer Scientists (Vol. 2)
26. Hassanein, K., & Head, M. (2007). Manipulating perceived social presence through the web interface and its impact on attitude towards online shopping. International Journal of Human-Computer Studies, 65(8), 689-708.‌ [DOI:10.1016/j.ijhcs.2006.11.018]
27. Hassenzahl, M. (2008, September). User experience (UX): towards an experiential perspective on prod-uct quality. In Proceedings of the 20th Conference on l'Interaction Homme-Machine (pp. 11-15). ACM. [DOI:10.1145/1512714.1512717]
28. Hennig-Thurau, T., Gwinner, K. P., Walsh, G., & Gremler, D. D. (2004). Electronic word-of-mouth via consumer-opinion platforms: what motivates consumers to articulate themselves on the inter-net?. Journal of interactive marketing, 18(1), 38-52. [DOI:10.1002/dir.10073]
29. Hsu, C. L., & Lu, H. P. (2004). Why do people play on-line games? An extended TAM with social influ-ences and flow experience. Information & manage-ment, 41(7), 853-868.‌ [DOI:10.1016/j.im.2003.08.014]
30. Hsu, M. Y. T. (2018). Cognitive systems research for neuromarketing assessment on evaluating consumer learning theory with fMRI: Comparing how two Word-Of-Mouth strategies affect the human brain differently after a product harm crisis. Cognitive Systems Research, 49, 49-64.‌ [DOI:10.1016/j.cogsys.2017.11.004]
31. Insley, V., & Nunan, D. (2014). Gamification and the online retail experience. International Journal of Retail & Distribution Management, 42(5), 340-351.‌ [DOI:10.1108/IJRDM-01-2013-0030]
32. Izquierdo-Yusta, A., Olarte-Pascual, C., & Reinares-Lara, E. (2015). Attitudes toward mobile advertising among users versus non-users of the mobile internet. Telematics and Informatics, 32(2), 355-366.‌ [DOI:10.1016/j.tele.2014.10.001]
33. Jiang, Z., Chan, J., Tan, B. C., & Chua, W. S. (2010). Effects of interactivity on website involvement and purchase intention. Journal of the Association for Information Systems, 11(1), 1.‌ [DOI:10.17705/1jais.00218]
34. Kalinic, Z., & Marinkovic, V. (2016). Determinants of users' intention to adopt m-commerce: an empirical analysis. Information Systems and e-Business Management, 14(2), 367-387.‌ [DOI:10.1007/s10257-015-0287-2]
35. Kashif, M., Zarkada, A., & Ramayah, T. (2018). The impact of attitude, subjective norms, and perceived behavioural control on managers' intentions to be-have ethically. Total Quality Management & Busi-ness Excellence, 29(5-6), 481-501.‌ [DOI:10.1080/14783363.2016.1209970]
36. Kim, C., Kim, S., Im, S., & Shin, C. (2003). The effect of attitude and perception on consumer complaint intentions. Journal of consumer marketing, 20(4), 352-371.‌ [DOI:10.1108/07363760310483702]
37. Kim, D. J., Ferrin, D. L., & Rao, H. R. (2008). A trust-based consumer decision-making model in electronic commerce: The role of trust, perceived risk, and their antecedents. Decision support sys-tems, 44(2), 544-564.‌ [DOI:10.1016/j.dss.2007.07.001]
38. Kim, J. H., Kim, M., & Lennon, S. J. (2007). Infor-mation components of apparel retail web sites: task relevance approach. Journal of Fashion Marketing and Management: An International Journal, 11(4), 494-510.‌ [DOI:10.1108/13612020710824562]
39. Kiseleva, V. (2017). Understanding holistic user ex-perience: a case of an online magazine website.
40. Kline, R. B. (2005). Principles and practice of struc-tural equation modeling: Methodology in the social sciences.‌
41. Lee, M. C., & Tsai, T. R. (2010). What drives people to continue to play online games? An extension of technology model and theory of planned behavior. Intl. journal of human-computer interaction, 26(6), 601-620.‌ [DOI:10.1080/10447311003781318]
42. Lee, Y., & Kozar, K. A. (2006). Investigating the effect of website quality on e business success: An analytic hierarchy process (AHP) approach. Deci-sion support systems, 42(3), 1383-1401.‌ [DOI:10.1016/j.dss.2005.11.005]
43. Lim, H., & Shiode, N. (2011). The impact of online shopping demand on physical distribution networks: a simulation approach. International Journal of Physical Distribution & Logistics Management, 41(8), 732-749.‌ [DOI:10.1108/09600031111166401]
44. Lopez, C. E., & Tucker, C. S. (2017). A quantitative method for evaluating the complexity of implementing and performing game features in physically-interactive gamified applications. Computers in Human Behavior, 71, 42-58.‌ [DOI:10.1016/j.chb.2017.01.036]
45. McNamara, N., & Kirakowski, J. (2006). Functionali-ty, usability, and user experience: three areas of concern. interactions, 13(6), 26-28.‌ [DOI:10.1145/1167948.1167972]
46. Mosadegh, M., Gharemani, S. (2016). Designing the Model of Factors Affecting the Electronic Market-ing Success of Foreign Tours (Case Study: Travel Agents of Tehran). Business Strategies Shahed Uni-versity, 24(10), 111-126. (Persian)
47. Mpinganjira, M. (2016). An investigation of customer attitude towards online stores. African Journal of Science, Technology, Innovation and Development, 8(5-6), 447-456.‌ [DOI:10.1080/20421338.2016.1222752]
48. Park, J., Han, S. H., Kim, H. K., Oh, S., & Moon, H. (2013). Modeling user experience: A case study on a mobile device. International Journal of Industrial Ergonomics, 43(2), 187-196.‌ [DOI:10.1016/j.ergon.2013.01.005]
49. Petter, S., DeLone, W., & McLean, E. R. (2013). In-formation systems success: The quest for the inde-pendent variables. Journal of Management Infor-mation Systems, 29(4), 7-62.‌ [DOI:10.2753/MIS0742-1222290401]
50. Prat, N., & Madnick, S. (2008, January). Measuring data believability: A provenance approach. In Ha-waii International Conference on System Sciences, Proceedings of the 41st Annual (pp. 393-393). IEEE.‌ [DOI:10.1109/HICSS.2008.243]
51. Reimer, T., & Benkenstein, M. (2016). When good WOM hurts and bad WOM gains: The effect of un-trustworthy online reviews. Journal of Business Re-search, 69(12), 5993-6001.‌ [DOI:10.1016/j.jbusres.2016.05.014]
52. Rose, S., Clark, M., Samouel, P., & Hair, N. (2012). Online customer experience in e-retailing: an empir-ical model of antecedents and outcomes. Journal of Retailing, 88(2), 308-322.‌ [DOI:10.1016/j.jretai.2012.03.001]
53. Sanchez-Franco, M. J. (2006). Exploring the influence of gender on the web usage via partial least squares. Behaviour & Information Technology, 25(1), 19-36.‌ [DOI:10.1080/01449290500124536]
54. Schaupp, L. C., Bélanger, F., & Fan, W. (2009). Ex-amining the success of websites beyond e-commerce: An extension of the IS success model. Journal of Computer Information Systems, 49(4), 42-52.‌
55. Shang, S. S., & Lin, K. Y. (2013). An understanding of the impact of gamification on purchase intentions.‌
56. Shaouf, A., Lü, K., & Li, X. (2016). The effect of web advertising visual design on online purchase inten-tion: An examination across gender. Computers in Human Behavior, 60, 622-634.‌ [DOI:10.1016/j.chb.2016.02.090]
57. Shava, F. B., & Van Greunen, D. (2013, August). Factors affecting user experience with security fea-tures: A case study of an academic institution in Namibia. In Information Security for South Africa, 2013 (pp. 1-8). IEEE.‌ [DOI:10.1109/ISSA.2013.6641061]
58. Sheng, M. L., & Teo, T. S. (2012). Product attributes and brand equity in the mobile domain: The mediating role of customer experience. International Journal of Information Management, 32(2), 139-146.‌ [DOI:10.1016/j.ijinfomgt.2011.11.017]
59. Sørum, H., Normann Andersen, K., & Clemmensen, T. (2013). Website quality in government: Exploring the webmaster's perception and explanation of website quality. Transforming Government: People, Process and Policy, 7(3), 322-341.‌ [DOI:10.1108/TG-10-2012-0012]
60. Sura, S., Ahn, J., & Lee, O. (2017). Factors influencing intention to donate via social network site (SNS): From Asian's perspective. Telematics and Informatics, 34(1), 164-176.‌ [DOI:10.1016/j.tele.2016.04.007]
61. Teece, D. J. (2007). Explicating dynamic capabilities: the nature and microfoundations of (sustainable) enterprise performance. Strategic management journal, 28(13), 1319-1350.‌ [DOI:10.1002/smj.640]
62. Teng, S., Khong, K. W., Chong, A. Y. L., & Lin, B. (2017). Examining the impacts of electronic word-of-mouth message on consumers' attitude. Journal of Computer Information Systems, 57(3), 238-251. [DOI:10.1080/08874417.2016.1184012]
63. Wang, L., Tang, H., Liu, D., & Xing, C. (2017). Study on Customer Experience Dimension Based on Online Shopping reviews of MI's Products. In MATEC Web of Conferences (Vol. 100, p. 05024). EDP Sciences.‌ [DOI:10.1051/matecconf/201710005024]
64. Wang, Y. S. (2008). Assessing e-commerce systems success: a respecification and validation of the De-Lone and McLean model of IS success. Information Systems Journal, 18(5), 529-557.‌ [DOI:10.1111/j.1365-2575.2007.00268.x]
65. Wani, M., Raghavan, V., Abraham, D., & Kleist, V. (2017). Beyond utilitarian factors: User experience and travel company website successes. Information Systems Frontiers, 19(4), 769-785.‌ [DOI:10.1007/s10796-017-9747-1]
66. Wu, S. I. (2003). The relationship between consumer characteristics and attitude toward online shop-ping. Marketing Intelligence & Planning, 21(1), 37-44. [DOI:10.1108/02634500310458135]
67. Wu, T. Y., & Lin, C. A. (2017). Predicting the effects of eWOM and online brand messaging: Source trust, bandwagon effect and innovation adoption factors. Telematics and Informatics, 34(2), 470-480.‌ [DOI:10.1016/j.tele.2016.08.001]
68. Yilmazsoy, B., Saad, M., & Cicmil, S. (2009). Users' perceptions of the free, virtual-only service experi-ence. The Service Industries Journal, 29(7), 1007-1019.‌ [DOI:10.1080/02642060902749856]
69. Zeithaml, V. A., Bitner, M. J., & Gremler, D. D. Wil-son, A., (2012). Services marketing: Integrating cus-tomer focus across the firm. McGraw Hill.
70. Zichermann, G., & Linder, J. (2010). Game-based marketing: inspire customer loyalty through re-wards, challenges, and contests. John Wiley & Sons.‌

Add your comments about this article : Your username or Email:
CAPTCHA

Send email to the article author


Rights and permissions
Creative Commons License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

© 2024 CC BY-NC 4.0 | Human Information Interaction

Designed & Developed by : Yektaweb