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Play to Participate: Effects of Gamification Affordances on Consumer Participation in Livestreaming Commerce

作者:Congcong Yang, Yuanyue Feng, Xiaona Li, Ben Niu · 发表于:Journal of Theoretical and Applied Electronic Commerce Research · 年份:2025 · DOI:10.3390/jtaer20020084 · 被引用次数:4 · 研究领域:Computer Science

Despite the ubiquitous application of gamification in livestreaming commerce, the mechanisms driving its impact on consumer participation remain underexplored. To address this research gap, this study integrated two theoretical frameworks: the “Gamification Affordances–Psychological Outcomes–Behavioral Outcomes” framework and the Uses and Gratifications Theory. We investigated how gamification affordances (achievement visualization, rewards, interaction, and competition) relate to the fulfillment of consumers’ diverse psychological needs (cognitive, affective, social, personal integrative, and social integrative). Furthermore, we examined whether meeting these psychological needs influences consumers’ intentions to continue watching and to purchase. We surveyed 354 livestreaming commerce consumers and employed structural equation modeling to analyze the data. The findings revealed that gamification affordances can motivate consumers’ continuous watching and purchasing behavior by satisfying their different psychological needs. We conclude by discussing the theoretical and managerial implications of our findings.