Does gamification engage users in online shopping?
Open accessAbstract
Since prior research has shown that engagement might exert positive effects on value creation and continuous purchase intention, this study aims to examine the influence of gamification on user engagement in e-commerce. An online consumer panel was used to collect data from 253 Spanish Amazon users. Principal component analysis was performed first to validate the scale through an exploratory analysis. Subsequently, partial least squares structural equation modelling calculations were performed to test the research model and hypotheses. This study found that gamification has direct effects on user engagement in e-commerce. In addition, the User Engagement Scale (UES) is presented as a valid and reliable instrument for measuring engagement in Spanish e-commerce. This research investigated and verified a five-factor structure of the UES; however, a reduction in its factors is recommended. Additionally, four key factors through which gamification exerts a direct influence were identified. Finally, specific marketing actions were proposed for application in e-commerce.
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Empirical research suggests that gamification can positively affect engagement and loyalty across digital environments.
“Empirical research suggests that gamification can positively affect engagement and loyalty across digital environments (Koivisto & Hamari, 2019; García-Jurado et al., 2021).”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as García-Jurado et al., 2021
The Discussion reports a positive relationship between gamification and engagement in online shopping. The Introduction says gamification elements can promote user loyalty, but the study does not report an empirical loyalty outcome or test effects across digital environments. The claim extends the study’s findings beyond its measured outcome and setting. (LLM, conf=0.84)
Experimental — accuracy not yet measuredIn e-commerce, gamification has direct effects on user engagement, with points and challenges as key drivers.
“In ecommerce, gamification has been found to have direct effects on user engagement, with specific elements like points and challenges emerging as key drivers (García-Jurado et al., 2021; Persada, 2023).”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as García-Jurado et al., 2021
The Discussion (section 5; page unavailable) reports that points, badges and leaderboards jointly have direct effects on engagement in e-commerce. Challenges are listed as a possible game element in section 2.1, but the paper does not identify them as a key driver of engagement. (LLM, conf=0.88)
Experimental — accuracy not yet measured
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Wang, X., Guo, Y., & Han, D. (2026) · Journal of Marketing Analytics · doi:10.1057/s41270-026-00496-w
Gamification in E-Commerce—Conversion Rates and Shopping Cart Abandonments
Perret, J. K., Wolf, N., & Moss, C. (2026) · Information · doi:10.3390/info17090848
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Banerjee, S., Senapati, S., & Mishra, D. N. (2026) · Elsevier eBooks · doi:10.1016/b978-0-443-29863-9.00087-8
Evaluating the Influence of Gamification Features on User Repurchase Intention in E-Commerce Systems
Fathin, A. A. N., Atmajaya, V. F., Persada, S. F., & Buananta, S. E. A. (2026) · International Conference on ICT for Smart Society (ICISS) · doi:10.1109/iciss71466.2026.11715486
- Authors
- García-Jurado, A., Torres-Jiménez, M., Leal-Rodríguez, A. L., & Castro-González, P.
- Affiliations
- University of Córdoba (ES)
- Universidad Loyola Andalucía (ES)
- Venue
- Electronic Commerce Research and Applications
- Publisher
- Elsevier BV
- Published
- 2021-07
- Volume
- 48
- Pages
- 101076
- ISSN
- 1567-4223 (ISSN-L)
- OpenAlex
- W3186936256
- Cited by
- 81
- References
- 160
- Citations by year
- 2026: 6 · 2025: 13 · 2024: 22 · 2023: 31 · 2022: 9
- FWCI
- 22.74
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- Electronic Commerce Research and Applications (publishedVersion, cc-by-nc-nd)
- Deposito de Investigacion Universidad de Sevilla (University of Seville) (submittedVersion, cc-by-nc-nd)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Marketing and Social Media
- Social Sciences › Decision Sciences › Information Systems and Management › Technology Adoption and User Behaviour
- Keywords
- gamification, user engagement, online shopping, e-commerce, scale validation, factor structure, purchase intention
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