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Game mechanics differeces for Kosovans social media purchasers

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dc.title Game mechanics differeces for Kosovans social media purchasers en
dc.contributor.author Haziri, Fortesa
dc.contributor.author Chovancová, Miloslava
dc.relation.ispartof Economic And Social Development (Esd 2018): 36Th International Scientific Conference On Economic And Social Development - "Building Resilient Society"
dc.identifier.issn 1849-6903 Scopus Sources, Sherpa/RoMEO, JCR
dc.date.issued 2018
dc.citation.spage 141
dc.citation.epage 149
dc.event.title 36th International Scientific Conference on Economic and Social Development (ESD) - Building Resilient Society
dc.event.location Zagreb
utb.event.state-en Croatia
utb.event.state-cs Chorvatsko
dc.event.sdate 2018-12-14
dc.event.edate 2018-12-15
dc.type conferenceObject
dc.language.iso en
dc.publisher Varazdin Development & Entrepreneurship Agency
dc.subject game machanics en
dc.subject gamification en
dc.subject online buying behaviour en
dc.subject social media en
dc.subject user behaviour en
dc.description.abstract Consumer behaviour in theoretical aspect has evolved through the years. Moreover, numerous seller have moved from physical retailer to online e-commerce websites or pages on social media. Social media within years have expanded the usage in the commercial world. In the digitization era, where consumers are daily users of technology and social media, gamification has been seen as an innovative engaging and motivating technique. So far, gamification has been employed in different fields such as healthcare, sustainability, government, transportation, education, and so on. Although, gamification appliance in consumer behaviour domain is not that much explored. Furthermore, one of gamification elements is game mechanics, which has been applied for the research purpose. This paper aims to explain the differences between consumers of different age groups and cities in Republic of Kosovo regarding the game mechanics influence when purchasing via social media. A qualitative approach followed by a non parametric test, Chi-Square test, has been employed to describe and explain the differences between the groups. This paper contributes to the existing theory of gamification, game mechanics and its impact for social media purchasers. en
utb.faculty Faculty of Management and Economics
dc.identifier.uri http://hdl.handle.net/10563/1009678
utb.identifier.obdid 43879444
utb.identifier.wok 000527683300015
utb.source S-wok
dc.date.accessioned 2020-05-27T10:12:48Z
dc.date.available 2020-05-27T10:12:48Z
dc.description.sponsorship Internal Grant Agency of Tomas Bata University in Zlin [IGA/FaME/2018/2020]
utb.contributor.internalauthor Haziri, Fortesa
utb.contributor.internalauthor Chovancová, Miloslava
utb.fulltext.affiliation Fortesa Haziri, Miloslava Chovancova Faculty of Management and Economics, Tomas Bata University, Czech Republic haziri@utb.cz Faculty of Management and Economics, Tomas Bata University, Czech Republic chovancova@utb.cz
utb.fulltext.dates -
utb.fulltext.sponsorship The authors are thankful for the financial support provided by the Internal Grant Agency of Tomas Bata University in Zlin, no. IGA/FaME/2018/2020: Consumer behaviour changes and entrepreneurship for market development through digitization.
utb.wos.affiliation [Haziri, Fortesa; Chovancov, Miloslava] Tomas Bata Univ, Fac Management & Econ, Zlin, Czech Republic
utb.fulltext.projects IGA/FaME/2018/2020
utb.fulltext.faculty Faculty of Management and Economics
utb.fulltext.faculty Faculty of Management and Economics
utb.identifier.jel -
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