Please use this identifier to cite or link to this item: https://elib.vku.udn.vn/handle/123456789/7744
Full metadata record
DC FieldValueLanguage
dc.contributor.authorNguyen, Thanh Hoai-
dc.contributor.authorNgo, Hai Quynh-
dc.contributor.authorPhan, Thi Lan Anh-
dc.contributor.authorNgo, Thi Hien Trang-
dc.contributor.authorTran, Pham Huyen Trang-
dc.date.accessioned2026-09-11T07:08:03Z-
dc.date.available2026-09-11T07:08:03Z-
dc.date.issued2026-06-
dc.identifier.issn2081-7452-
dc.identifier.uri10.17512/pjms.2026.33.2.13-
dc.identifier.urihttps://elib.vku.udn.vn/handle/123456789/7744-
dc.descriptionPolish Journal of Management Studies; Volume: 33, No. 2, 2026; pp: 196-211vi_VN
dc.description.abstractWhile gamification in e-commerce for marketing purposes has been examined in existing literature, there remains a significant gap in scientific understanding regarding the behavioral perceptions and values that influence consumer engagement with gamification. Therefore, a systematic cognitive framework for gamification use is beneficial for understanding these behavioral perceptions. This study aims to identify consumers’ cognitive structures toward gamification in e-commerce by examining the relationships among gamification attributes, perceived consequences, and personal values. Using means–end chain theory and the soft-laddering interview technique, data were collected from 68 Vietnamese consumers who had used gamified functions on e-commerce platforms within the previous six months. The findings show that ten significant attributes of gamification are the most useful features for consumers. The ten identified attributes demonstrate a cognitive association with eleven positive consequences, which play a vital role in fulfilling five key personal values of consumers. The findings have practical implications for consumers and marketers, enhancing consumer engagement, improving the shopping experience, and optimizing the effectiveness of gamification strategies.vi_VN
dc.language.isoenvi_VN
dc.publisherPolish Journal of Management Studiesvi_VN
dc.subjectgamification; e-commercevi_VN
dc.subjectcognitive structuresvi_VN
dc.subjectconsumervi_VN
dc.subjectmeans-end chainsvi_VN
dc.titleExploring Consumers’ Cognitive Structures toward Gamification in E-commercevi_VN
dc.typeWorking Papervi_VN
Appears in Collections:NĂM 2026

Files in This Item:

 Sign in to read



Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.