Exploring the Gamification Affordances in Online Shopping with the Heterogeneity Examination through REBUS-PLS
Abstract
:1. Introduction
2. Theoretical Background and Literature Review
2.1. Gamification
2.2. The Affordance Lens
2.2.1. Gamification Affordance in E-Commerce
2.2.2. Affordance and Unobserved Heterogeneity
3. Research Model and Hypothesis Development
4. Methodology
4.1. Measurement Development
4.2. Data Collection
4.3. Common Method Variance (CMV)—Construct-Level Correction (CLC) Approach
5. Analysis Results
5.1. PLS-SEM (Global Model) Results
5.2. REBUS-PLS (Local Model) Results
5.3. MGA
- (1)
- The effects of connectiveness affordance on immersion did not differ between class 1 and class 2, whereas the difference was significant between class 1 and class 3. Class 2 and class 3 also differed in terms of connectiveness affordance → immersion.
- (2)
- Because class 2 was the only class not affected by playfulness affordance, the effect of playfulness affordance on immersion between class 1 and class 2 as well as between class 2 and class 3 was statistically different. The path coefficients of class 1 and class 3 for playfulness affordance to immersion relationships were not different from each other, as both classes provided significant importance to playfulness factors (Table 4).
- (3)
- For novelty affordance, MGA analysis revealed a statistical-path difference only between class 1 and class 2. For other class comparisons, there were no differences.
- (4)
- As observed in REBUS-PLS results, rewardability affordance turned out to be the strongest factor while determining immersion. For all three latent classes, rewardability affordance was a very strong influencer of immersion. This finding was further substantiated by the MGA results, which showed that the path coefficients between rewardability affordance and immersion were almost equally strong among all the classes, reflected as “no difference between the path coefficients among all the classes.” To conclude, the results from the MGA path-by-path analysis further validated the three-class solution obtained from REBUS-PLS, thereby supporting the notion of unobserved heterogeneity in PLS-SEM.
6. Discussion
7. Contributions and Limitations
7.1. Theoretical Implications
7.2. Practical Implications
7.3. Limitations and Future Studies
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Path | Estimate | Std. Error | t-Stat. | p-Value | 95% Confidence Interval | |
---|---|---|---|---|---|---|
Lower | Upper | |||||
Connectiveness~Immersive experience | 0.093 | 0.050 | 1.980 | 0.049 | 0.0015 | 0.1976 |
Playfulness~Immersive experience | 0.239 | 0.066 | 3.602 | 0.000 | 0.1166 | 0.3699 |
Novelty~Immersive experience | 0.189 | 0.061 | 3.079 | 0.002 | 0.0633 | 0.3043 |
Monetary rewardability~Immersive experience | 0.437 | 0.053 | 8.257 | 0.000 | 0.3332 | 0.5398 |
Immersive experience~Purchase intention | 0.562 | 0.047 | 12.072 | 0.000 | 0.4653 | 0.6486 |
R2 | Std. Error | 95% Confidence Interval | f2 | ||||
---|---|---|---|---|---|---|---|
Lower | Upper | ||||||
Immersive experience | 0.563 | 0.0476 | 0.481 | 0.665 | Immersive experience→ Purchase intention | 0.462 | Large |
Purchase intention | 0.316 | 0.0509 | 0.222 | 0.421 |
Coefficients | p-Values | |||||||
---|---|---|---|---|---|---|---|---|
Path | Global Model | LM1 | LM2 | LM3 | Global Model | LM1 | LM2 | LM3 |
Connectiveness~Immersion | 0.093 | 0.3063 | 0.2678 | −0.0154 | 0.060 | 0.002 | 0.0001 | 0.8424 |
Playfulness~Immersion | 0.239 | 0.2675 | −0.1239 | 0.3644 | 0.000 | 0.020 | 0.1374 | 0.0001 |
Novelty~Immersion | 0.189 | −0.039 | 0.2432 | 0.2106 | 0.002 | 0.716 | 0.0005 | 0.0241 |
Rewardability~Immersion | 0.437 | 0.4284 | 0.6246 | 0.4397 | 0.000 | 0.000 | 0.000 | 0.000 |
Immersion~Purchase intention | 0.562 | 0.702 | 0.9259 | 0.9129 | 0.000 | 0.000 | 0.000 | 0.000 |
Groups | Difference | t-Value | p-Value | Significant |
---|---|---|---|---|
Immersion~Connectiveness | ||||
1 vs. 2 | 0.0385 | 0.3225 | 0.7476 | No |
1 vs. 3 | 0.3217 | 2.5968 | 0.0105 | Yes |
2 vs. 3 | 0.2832 | 2.7316 | 0.0071 | Yes |
Immersion~Playfulness | ||||
1 vs. 2 | 0.3914 | 2.782 | 0.0062 | Yes |
1 vs. 3 | 0.0969 | −0.6536 | 0.5145 | No |
2 vs. 3 | 0.4883 | −3.872 | 0.0002 | Yes |
Immersion~Novelty | ||||
1 vs. 2 | 0.2822 | −2.2293 | 0.0277 | Yes |
1 vs. 3 | 0.2496 | −1.77 | 0.079 | No |
2 vs. 3 | 0.0326 | 0.2825 | 0.778 | No |
Immersion~Rewardability | ||||
1 vs. 2 | 0.1962 | −1.6834 | 0.0947 | No |
1 vs. 3 | 0.0113 | −0.0832 | 0.9338 | No |
2 vs. 3 | 0.1849 | 1.5059 | 0.1346 | No |
Purchase intention~Immersion | ||||
1 vs. 2 | 0.2239 | −3.2006 | 0.002 | Yes |
1 vs. 3 | 0.2109 | −3.0063 | 0.0035 | Yes |
2 vs. 3 | 0.013 | 0.4525 | 0.6516 | No |
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Xu, X.-Y.; Tayyab, S.M.U.; Jia, Q.-D.; Wu, K. Exploring the Gamification Affordances in Online Shopping with the Heterogeneity Examination through REBUS-PLS. J. Theor. Appl. Electron. Commer. Res. 2023, 18, 289-310. https://doi.org/10.3390/jtaer18010016
Xu X-Y, Tayyab SMU, Jia Q-D, Wu K. Exploring the Gamification Affordances in Online Shopping with the Heterogeneity Examination through REBUS-PLS. Journal of Theoretical and Applied Electronic Commerce Research. 2023; 18(1):289-310. https://doi.org/10.3390/jtaer18010016
Chicago/Turabian StyleXu, Xiao-Yu, Syed Muhammad Usman Tayyab, Qing-Dan Jia, and Kuang Wu. 2023. "Exploring the Gamification Affordances in Online Shopping with the Heterogeneity Examination through REBUS-PLS" Journal of Theoretical and Applied Electronic Commerce Research 18, no. 1: 289-310. https://doi.org/10.3390/jtaer18010016
APA StyleXu, X. -Y., Tayyab, S. M. U., Jia, Q. -D., & Wu, K. (2023). Exploring the Gamification Affordances in Online Shopping with the Heterogeneity Examination through REBUS-PLS. Journal of Theoretical and Applied Electronic Commerce Research, 18(1), 289-310. https://doi.org/10.3390/jtaer18010016