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社群商務的遊戲化:
遊戲和社群元素對參與程度和購買意願的驅策
Gamification in social commerce:
when game and social elements
drive engagement and purchase intention
ABSTRACT
Although topics of gamification and social commerce attract high interest from
scholars, their mix impact on customer engagement has not been investigated. This research
aims to identify the impact of game and social elements on customer meaningful
engagement. First, this study implements a netnography research to explore the game
elements, social elements and specific behaviors of customers through online discussion.
Second, this study proposes a research framework based on the results of netnography
analysis and related literature. The findings show that game elements (i.e., challenges,
collaboration) and social elements (i.e., social support, social presence) positively influence
customer meaningful engagement (i.e., cognitive absorption, stickiness and purchasing
intention) through interactivity.
Keywords: meaningful engagement, gamification, social commerce, netnography
1. INTRODUCTION
1.1 Research Background and Motivation
Social commerce is a new stream and subset of e-commerce, which integrate social
communication functions with e-commerce (Z. Huang & Benyoucef, 2013; Liang, Ho, Li,
& Turban, 2011). Social commerce platforms can be classified into two groups: traditional
e-commerce with social communication tool integration (e.g., Amazon with Spark, Shopee,
Lazada) and social media with commerce functions (e.g., Facebook marketplace, Pinterest,
Instagram). The question for the traditional e-commerce platforms is how to compete and
win customer engagement in the harsh competition of social commerce industry. Mobile
application and gamification can be a solution for existing social commerce businesses.
Regarding the mobile e-commerce, statistics of eMarketer research 2018 shows that a total
mobile e-commerce sale 2018 was 1.80 trillion USD, accounted for 63.5% of total
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e-commerce (eMarketer, 2018). This number is estimated to reach 2.32 trillion USD in
2019. In another report of Activision Blizzard Media in 2018, three most-popular apps in a
mobile phone are social media (67%), shopping apps (56%) and game/music apps (50%).
This report also emphasized the huge volume market of mobile game with more than two
billion users and an estimated revenue of $148.1 billion in 2019. Comparing with
non-gamers, mobile gamers are more purchase influencers, with two-thirds having some
influence on the purchasing decisions of their friends, family, or colleagues. A large number
of social commerce platforms have applied the game design in their business to attract
customer engagement. They create the mix platform of three most-popular activities
(shopping, social communication, and game). For example, Amazon Spark also provides
gamification via review and referral system in platforms. The more people shop, review, or
interact with the platforms, the more they will receive extra benefits such as discount or
rewards. Another example is Alibaba, the biggest Asia e-commerce. The business employed
gamification on a deep level referred to as “shoppertainment” (shopper plus entertainment).
On the event of Chinese 11.11, which is equivalent to Black Friday in the U.S., Alibaba
implements various ways of gamification, e.g., flash sales purchases, interactive television,
and rewards.
1.2 Research Gaps
This research aims to fulfil several gaps. First, few studies explore gamification in
social commerce context. Gamification in social commerce context seems to be new
phenomena in both academics and practice due to the rapid growth of technology and
innovation. Figure 1 shows the number of published papers in Google Scholar from 2009 to
June of 2019. The keywords include e-commerce, social commerce, gamification and mix
of those keywords. E-commerce and social commerce have been receiving high popularity
in academics for prolonged periods. However, both seem to be gradually declined and out of
academic’s interest. Gamification, in contrast, is attracting the interest of scholars.
Gamification in education area is covered nearly seventy percent of the total number of
gamifications in Google Scholar search results. Thus, this exhibits the desideratum for
gamification to be explored and eye-catching for the scholar.
3
* as of June of 2019
Figure 1 Google Scholar Search Result During 2009 – 2019
Source: Author summarization from Google Scholar (June 2019)
Second, the relationship between gamification, purchase intention and other
meaningful engagement has not been fully understood yet. Liu, Santhanam, and Webster
(2017) proposed a framework for game design in information systems, which helps to
enhance meaningful engagement or dual outcomes. The authors settled several research
questions and called for future research on gamification. One of the main questions
mentioned which game elements lead to a specific type of outcomes.
Third, there is plenty of room to improve synchronization of theory and
implementation. Rapp, Hopfgartner, Hamari, Linehan, and Cena (2018) indicated that the
disconnection between practical and theoretical side is a major issue of gamification studies
due to the unclear on empirical validity data. Moreover, most existing studies avoid
exploring the game design elements and real practice, which has guaranteed evidence on
how to create meaningful, engaging experiences through game design.
1.3 Research Questions
Two research questions are presented as follows: (i) What game elements and social
elements influence user behavior (i.e., dual meaningful engagement) in the context of
gamified social commerce? and (ii) Does gamification cause any negative effects on the
user’s meaningful engagement, such as purchase intention?
4
2. LITERATURE REVIEW
2.1 Social Commerce
Social commerce refers to the combination of e-commerce and social media (Busalim,
2016; Liang et al., 2011; Zhou, Zhang, & Zimmermann, 2013). There are two types of
social commerce. First, existing e-commerce businesses can take advantage of social
networking capabilities to encourage users to interact with each other and generate their
contents (Li & Ku, 2018). Second, social media with e-commerce function integration is
another definition of social commerce. Users can share experience, data, opinion on
products, and services via this new platform on the internet (Baethge, Klier, & Klier, 2016).
Moreover, social features encourage users to actively build community, generate content
(Li, 2017), sell products and services (Z. Huang & Benyoucef, 2015) and broaden
undiscovered market (Hargadon & Bechky, 2006).
Social commerce can be differentiated from traditional e-commerce (or simply referred
as e-commerce) in several aspects such as the business objective, design structure, customer
relationship and system interaction (Busalim, 2016; Z. Huang & Benyoucef, 2013; K. Z.
Zhang & Benyoucef, 2016). First, regarding business objective, e-commerce targets to
selling and revenue (Shen, 2012) while social commerce additionally aims to create
community and interactivity (Zhou et al., 2013). Second, an e-commerce site is designed
toward product orientation, whereas a social commerce site is social- and customer-oriented
(Liang & Turban, 2011). Thus, e-commerce design structure would be based on purchasing
behavior while social commerce design structure requires an area for user-user interaction.
Third, e-commerce customers commonly interact individually and independently with the
system (user-system interaction) or another customer (user-user interaction). However, in
social commerce, all the interaction is relating to communities, e.g., writing reviews, rating
others’ reviews, and chatting with other users (Kim & Srivastava, 2007). In other words,
social commerce supports both user-system interaction and user-user.
2.2 Gamification in Social Commerce
The mobile game attracts an increasingly a number of users and becomes a huge
industry because of its ubiquity, impulsivity, and disinhibition (Jung, Bapna, Ramaprasad, &
5
Umyarov, 2019). Ubiquity refers to the situation that users can access the game anywhere
and anytime. Impulsivity relates to the mobile characteristic, which can enable the
impulsive behavior. Disinhibition means that users feel relaxed and self-represent as the
mobile device provides personal space.
The application of game in other industries, or gamification, therefore, becomes
popular in recent years. Gamification refers to “the use of game design elements in
non-game contexts” (Deterding, Sicart, Nacke, O'Hara, & Dixon, 2011). Mekler,
Brühlmann, Opwis, and Tuch (2013) expanded as “the use of game design elements (points,
leaderboards, and badges) in non-game contexts help to promote user engagement.” Table 1
summaries recent studies on gamification in business and management. There are several
noting points. First, most of the empirical gamification studies worked on the context of
education, marketing, organization. Gamification in the context of social commerce is
under-researched. Second, there is still a lack of a coherent framework to understand the
influence of game elements to the user behavior. Liu et al. (2017) suggested a research
framework, in which, the interactions (user-user, user-system, and system-user interactions)
mediate the impacts of game elements on meaningful engagements. However, this
framework with several new constructs needs to be confirmed by further empirical
researches.
This study, therefore, aims to empirical test the foundation framework of Liu et al.
(2017), and additionally, explore the mix impact of game elements and social elements to
the customer meaningful engagement in the specific context of social commerce. Finally,
game elements are abundant with different impacts on customer behavior. The usage of
which elements follows the main objectives of the practitioners. For example, game
elements can be rewards, challenges, tasks, badges, leaderboard in the context of brand and
advertising (Harwood & Garry, 2015; Hwang & Choi, 2019), challenge, enjoyment, goal,
leader board in the context of education (Aparicio, Oliveira, Bacao, & Painho, 2019;
Landers, Bauer, & Callan, 2017), challenge, competition, reward, status, self-expression in
the context of workplace and organization (Friedrich, Becker, Kramer, Wirth, & Schneider,
2019; Suh, Cheung, Ahuja, & Wagner, 2017).
6
Table 1 Selected recent literature on gamification in business and management
Literature Review article
Source Objectives and main findings
Liu et al.
(2017)
- Review the concepts of gamification in the IS context and actual case studies.
- Point out the gaps from literature and practice.
- Propose a framework of gamification design: interactions as the central constructs, which mediate the impacts of game elements to meaningful engagements.
- Propose several research questions
Koivisto and
Hamari (2019)
- Review 819 studies on gamification.
- Majority of studies worked on gamification in the context of education, health and crowdsourcing.
- Common game elements include points, badges and leader boards.
- Propose 15 future research directions for gamification in IS field.
Empirical studies
Source Context Independent variables Dependent variables Theory Method
C.-K. Huang,
Chen, and Liu
(2019)
Application Social value, enjoyment value, confirmation,
perceived usefulness, perceived ease of use, regret
satisfaction, habit
Discontinue intention The expectation-confirmation model (ECM)
and the technology acceptance model
(TAM)
Online survey
Morschheuser,
Hamari, and
Maedche (2018)
Application
Competitive, cooperative, inter-team competitive
gamification, goal, feedback, competition, perceive
usefulness, perceive enjoyment
System usage, engagement
with the gamification feature,
willingness to recommend
Social interdependence theory,
self-determination theory, technology
adoption, consumption theory
Field experiment
Hwang and
Choi (2019)
Brand Reward types (self-oriented rewards and altruistic
rewards), Gamified loyalty program (have and not
have), playfulness, attitude
Consumer loyalty,
participation intention, app
download intention
Social exchange theory and flow theory Experiment and
online survey
Harwood and
Garry (2015)
Brand Challenge, tasks, rewards, badge, leaderboard, win
condition
Intrinsic/extrinsic reward,
relationship, loyalty,
Mentioned theories: Relational marketing
theory, confirmation theory, social
Netnography
and participant
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subversion cognitive theory, flow theory observation
Aparicio et al.
(2019)
Education Information quality, systems quality, service quality,
user satisfaction, gamification (enjoyment, challenge)
Individual impact,
organizational impact
Information system (IS) theory, D&M
model
Online survey
Landers et al.
(2017)
Education Goal conditions, leaderboard, goal commitment Performance Goal-setting theory, motivational theories Online
experiment
Xi and Hamari
(2019)
Brand Achievement, immersion and social gamification The satisfaction of
competence, autonomy and
relatedness needs
Self-determination theory Experiment and
online survey
Shukla and
Drennan
(2018)
Online
community
Group-level (i.e. community influences) and
individual-level variables (intrinsic and extrinsic
motivations)
Purchase Intention Social network theory, social influence
theory and Kohler’s motivational gains
effects theory
Online survey
Friedrich et al.
(2019)
Organization Challenge, competition, feedback, performance
graphs, rewards, status
Performance Self-determination theory Systematic
literature review
Goh and Ping
(2014)
Advertisement Interactivity, Fit, Expectancy Attitude toward advergame,
Attitude toward brand,
Purchase intention
Transportation theory Experiment
Suh et al.
(2017)
Workplace Reward affordance, Status affordance, Competition
affordance, Self-expression affordance
Flow experience, Aesthetic
experience, Continuance
intention to use
Affective affordances model Survey
Chia-Lin Hsu
and Chen
(2018)
Brand The experience of gamification marketing activities
(GMAs), Hedonic value, Utilitarian value
Satisfaction, Brand love,
Brand loyalty, Positive WOM,
Resistance to negative
information
Exchange theory Survey based on
a bookstore
platform
8
To fulfil those literature gaps, this study implements a netnography study with
qualitative data analysis explore the gamification phenomenon in the context of social
commerce. The netnography study can help to (i) identify which game elements, social
elements, and customer behaviors in the context of social commerce, (ii) understand the
insights of the relationship among those constructs, and (iii) explore other factors that might
influence the experience of gaming customers. Additionally, a research model is developed
on the framework of Liu et al. (2017) and results from the qualitative study. The foundation
framework of Liu et al. (2017) is extended with social constructs and can be confirmed by
empirical data in future research.
3. METHOD
3.1 Netnography Approach
Kozinets (2002) stated that “netnography or ethnography on the Internet, is a new
qualitative research methodology that adapts ethnographic research techniques to study the
cultures and communities that are emerging through computer-mediated communications.”
It is online research with a naturalistic method that offers an understanding on occurring
behaviors like social interaction on consumer discussions by observing and/or participating
in communications on publicly available online forums in contemporary digital
communications contexts. Thus, this can be implied that the data is completely unobtrusive,
more naturalistic than interviews or focus group. In addition, it is a simpler, faster and lower
cost than the original ethnography method (Hollebeek, Juric, & Tang, 2017).
3.2 Data Collection and Analysis
Kozinets (2010) proposed two issues for the netnography approach: data sources and
data appropriation, and data analysis with the balance of an in-depth cultural understanding.
In this study, Lazada and Shopee platforms are selected due to the wide popularity, data
accessibility, frequency and duration of gamification campaign. Statistics of iPrice (2019)
show the traffics of both platforms in 6 south-eastern Asian countries (Thailand, Vietnam,
Indonesia, Malaysia, Philippines, and Singapore), which rank as the first and second highest
e-commerce platforms in those countries. Data is collected from discussion forums and
social media (i.e., Twitter) using 6 keywords(“Lazgame”; “LazadaSlashIt”;
“Lazada7BirthdaypartyTH”; “ShopeeSlice”; “ShopeeShake”; “ShopeeShakeShake”). The
posted time that the researcher tracked to pull the data out is from June 1, 2018 to April 30,
2019 (10 months period). The time is chosen due to big campaign promotions (e.g., 6.6
Midyear Sales, 9.9 Super shopping day, 11.11 Black Friday and so on), when the platforms
launch games to promote customer attention. This initial search resulted in a database of
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359 discussion posts and 3,575 tweets. After that, all unmeaningful data such as
untranslated languages, only link sharing, only hashtag sharing, only link sharing with
instant caption is screened out as “data cleaning process”. Eventually, we identified 23
topics with a total of 347 comments including topics in the forum, whilst identified 232
tweets with a total of 308 tweets including both initiating tweets and reply tweets on
Twitter. The total of 655 items will be used for further analysis.
Data analysis follows the process of open-axial-selective coding, which is proposed
grounded theory (J. Corbin, Strauss, & Strauss, 2014; J. M. Corbin & Strauss, 1990). The
open or free coding helps to identify the first order constructs, whereas the axial coding
groups them into larger categories. The selective coding then identifies the relationship
between big categories. To ensure the validity of the coding process, many criteria are set as
follows: First, the data was translated from Thai language to English language by two
professional translators and has been checked by one native researcher before the main
analysis. Second, a researcher freely coded all the messages and propose the list of
first-order constructs. The second researcher reviewed the literature and composed a code
with a list of academic constructs. Then two researchers worked together to match the free
codes with academic constructs and their definitions. A final code with a unique definition
of all constructs was settled for the next step. Third, two researchers worked independently
on the same data set based on the mutual understanding of constructs. After finishing, two
researchers compared the results, assessed the reliability, and launched the results.
4. RESULTS
4.1 Reliability assessment
To assess the reliability, Cohen's kappa coefficient (κ) (Cohen, 1960) which measure
intercoder reliability coefficients and agreement for qualitative items was applied. The
Kappa score is 0.46 and 0.47 for the forum and Twitter respectively (Figure 2), indicating
that the quality of the annotation and presented schema is substantially “fair to moderate”
inter-annotator agreement (Banerjee, Capozzoli, McSweeney, & Sinha, 1999). The
moderate score could occur due to the nature of the tweets (unstructured, abbreviated
words). Anzovino, Fersini, and Rosso (2018) in their study “Automatic identification and
classification of misogynistic language on twitter” mentioned that “considering only this
statistic is not appropriate when the prevalence of a given response is very high or very low
in a specific class. In this case, the value of kappa may indicate a low level of reliability
even with a high observed proportion of agreement.” Nobata, Tetreault, Thomas, Mehdad,
and Chang (2016) worked on a forum data set (Yahoo!, Finance and News) and showed that
their Fleiss’s Kappa dropped from 0.843 to 0.456 where multiple subcategories can be
10
labeled for a comment. This effect might possibly affect to Cohen’s Kappa. Therefore, the
reliability index of this study is acceptable.
Figure 2. Inter-Annotator Agreement (Kappa) Results on MAXQDA
Figure 3. Examples of Open Coding on MAXQDA
The axial coding process put the 84 sub-labels into 30 categories. Relating categories
are recognized and rearranged in a hierarchical form with the creation of subcategories. The
process will give a hint view on the answer of research purpose as content reveals some
relationships and evidence to support research questions. Finally, selective coding to divest
and develop on a number of principal categories and related subcategories. This procedure
helps to identify significant categories, the relationship among categories and category
function as a whole system, resulting in a set of 7 categories with 23 sub-categories for
gamification in social commerce to be further explored.
4.2 Game elements
The data analysis reveals several relating gamification elements such as goals, rewards,
dynamic rewards, time pressure, time limitation, leaderboard, status. However, only
saturated constructs are used to report and be analyzed in the next study. The saturation
means the situation when constructs become well developed and understood and the
relationship among constructs have been verified (J. M. Corbin & Strauss, 1990). The valid
constructs are rewards (164 items), challenges (57 items), and collaboration (186 items).
Table 2 Game elements
Rewards
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“the use of rapid indications of success through virtual and monetary rewards.” (Conaway & Garay,
2014)
“The first time I got this high prize, usually less than a baht.”
“Oops. Thousands of coins are waiting for us.”
“Come on people, get another bonus of 10% up to 90%.”
“Come on Shopee, you have to increase more prize for the next round.”
“This round the reward is up to 200,000 coins”
“I got 9,999 coins at 9 am this morning”
“they said that the highest prize was up to 19,999 coins”
“on 11.11 campaign, it has 11 questions we got 800 coins”
“Another thing I like is to collect the Shopee coins.”
Challenges
“the degree to which individuals find it difficult to cope with specific tasks involved” (Shin, 2006)
“Just now I answered the question in the Shopee app. The question was very difficult with more than
50,000 responses. 200 people got the right answer, and each got 4000 coins”
“The questions are really difficult, I tried to find clues from the question”
“Shake as strongest as I have ever done in life for the final round of this campaign”
“This arm almost dropped the phone, almost hitting my head. I still have not reached -1.”
“My team never pass the 3rd level.”
“During this time, it's kinda hard to find people to join the group.”
“I never reach level 8 yet.”
Collaboration
Collaboration or teammates (Sailer, Hense, Mayr, & Mandl, 2017), cooperation (Werbach & Hunter,
2012), means the introduction of teams, i.e. by “creating defined groups of players that work together
towards a shared objective.” (Sailer et al., 2017)
“Play together would have added a lot of rewards.”
“More people, more rewards”
“Play Lazada Slash? Come join me https://line.me/R/ti/g/A5rPNTVnxC”
“Create a group to cooperate with your friends.”
“And they had to work together as a team helping each other in order to get all the right answers.”
“next time I invite, you guys have to come to join my group, ok?”
“Need 6 more! now has 4.”
“Good teamwork! This team is a very quality team, who help each other, shake well ~~~~.”
“Do you want to join us? Our group left 4 spaces only!”
“Finding friends to play Shopee shake shake! Is anyone interested? Today the reward is double X2.
Finding friends to the party, now I have only 2, me and another friend.”
4.3 Social elements
The data analysis reveals several relating social commerce elements such as
12
collaboration, social comparison, social influence, emotion support, information support,
knowledge sharing, building relationship, creating own community. Subsequent data
analysis is implemented. Valid principles are listed with supporting quotes as below table.
They include social presence (59 items), information support (95 items), and emotion
support (61 items).
Table 3 Social elements
Social Presence
“The perceived sense of how personal, warm, intimate, sociable, or sensitive the interactions are in
the social commerce environment” (H. Zhang, Lu, Gupta, & Zhao, 2014)
“At first I thought that I was alone. With a ton of friends, I feel relaxed now”
“This is so boring; I was waiting to play. When I check the #hashtag, seem like I got many friends
here 😂.”
“@porntanat_aom Let exchange LINE account?”
“I can play this alone, but more people are more fun!”
“I also got the same issue with you.”
“I also feel the same way!”
“I was one of the thousands of people who were playing the game in the morning of 09/09/2018”
“I believe there are hundreds of thousands of people participated in this event.”
Information Support
“The perceived sense of the information assistance obtained from the interactions in the social
commerce environment” (H. Zhang et al., 2014)
“Shake Left 2 times, shake right 2 times... Then let the time run out. You will get coins more than
shaking hard.”
“There is a chance that a component might come loose. You have to hold it tight”
“I even asked the Samsung Service Center, they said it's ok to shake the phone. Do not worry.”
“However, people who win this time will get more coins than before. The last time when I won 26
times, I got just 800 coins because there were fewer people won a big prize round… Today, if you
can beat all 5 rounds you get almost 1,500 coins.”
“I have observed SHopee Shake Shake game for a long time. After the game ended for around 30
minutes, there will be tons of coins give away, so even Shopee say that they give a lot, maybe they
give only a few.”
“CEO Lazada is suddenly changed. Hopefully, next year will be better.”
“Yes, usually around 6-7 per round.”
“Ok, when it's almost the time to play. I will post the link here again.”
Emotion Support
13
“The perceived sense of the emotional concerns obtained from the interactions in the social
commerce environment” (H. Zhang et al., 2014)
“Keep cool. Calm down”
“Never give up !!”
“Next time you will get it”
“Keep it up!”
“Seem like everyone will face the same issues. Because the total coins on the system are not
decreased at all.”
“15-3 This I strongly agree with you.”
“I understand that many people feel horrible”
“If it were me, I will return all the same. But I never used Shopee anyways.”
“I feel empathy for people who got the correct answer but could not send it and the app automatically
shut down.”
“I faced this problem too.”
“Don’t worry about it too much, it’s just for fun. If you win then great if not, then let’s move on”
4.4 Interactivity
The data analysis reveals several contexts for interactivity principles. Users commonly
ask others to join the group, share games to friends, tag friends, invite others to the
community and so on. Valid principles are listed with supporting quotes as below table. The
frequencies are 107 items of interactivity among users and 27 items of user-system
interactivity. See Table 4.
Table 4 Interactivity
Interactivity
(User-System)
Shopee Please check, when is the next round? 17:00 or 19:0o? Why It shows that 19.00?”
“@ShopeeTH”
“Please show your responsibility! @ShopeeTH”
“19.20. PM, Shopee officers called to apologize for the mistake.”
“Mister Shopee, have you not read the post? It doesn’t say there is a problem with the app.”
“Today cannot play! @ShopeeTH”
Interactivity
(User-User)
Interactivity refers to the extent to which users can interact with other users (user-user) or platforms
(user-system) in the same context. (adapted from Goh & Ping, 2014)
14
“I have captured the evidence to warn people about this if you want to see the evidence email me at
“Has anyone had the same problem?”
“Did anyone get the special prize from shake event?”
“How to get a high score in Shopee slice game?”
“My coins have disappeared, where can I get it back?”
“I have a question. What about if we play SLASH but it's not till the end of the game, do we need to
pay full price? And why they need our cellphone number?”
“Yes, I just wanna tell you.”
“Lately I often see these 2 websites continuously launch the game. I don’t play it but a lot of friends
do. Why are so many people playing it? Let’s share”
“@chabooae Shall we 😁”
“Anyone is waiting to play the last round?”
“Anyone get the reward less than mine?”
“@ddreamsuda @agape_sp @ obso95 @prinatnicha”
“@DevilBZ88 Nice! Will you also play another shake round on5 pm say ???”
4.5 Cognitive Absorption Principles.
The data analysis reveals several codes relating to cognitive absorption such as
enjoyment, curiosity, immersion, time distortion. Valid principles are listed with supporting
quotes as below table.
Table 5 Cognitive absorption dimensions
Curiosity
Curiosity is an arousal experience.(Agarwal & Karahanna, 2000)
“I, as a customer, was curious about the situation. So, I called the Call Center to ask for more detail.”
“The questions are why make a campaign but not giving out coins.”
“Since they did not know how many coins were allotted”
“Is the Shopee quiz cheating?”
“The question about how much a wagon of rice weighs, I answered 1,000 according to Google but
the team revealed it was 1,500 which really surprised me.”
Immersion
Immersion is the experience of deep engagement and ignorance of the surrounded environment
(Agarwal & Karahanna, 2000).
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“Have you ever been like this?
Playing Shopee Shake, and we have to shake to get the coins, right? So, I shake till my head is
strongly shaking. Then somebody walked past me and asked: what are you doing?
OMG! I suddenly stop, shocked and laughed out loud”
“some questions you have to be focused to answer it”
“I was on the phone, so I got the wrong answer”
“had played this game for 7 hours.”
Highlighted Enjoyment
Heightened enjoyment is the pleasurable elements of interaction (Agarwal & Karahanna, 2000).
“I was delighted with this event.”
“The game is fun”
“I was happy to pass the first question and read the comments,”
“I only got to question 6. I think the quiz is quite fun, and educational too.”
“I’m so proud of myself.”
“Happy! Tear is coming !!”
“I feel that the backbone is in a wrong shape now”
“I laughed a lot when you said that your shake till almost hitting the dog.”
“Gain huge muscle! My phone almost broken”
“Hooray! Hooooooooray!”
“I passed it!!!!”
“😍😍😍”
“🤣🤣🤣🤣”
“OMG!!!!! I have seen someone sharing that he got 10 coins, I was thinking: Is he crazy? Is it real?
But my mom just shook and got it. AMAZING! (While my total coins are still only 1) I told you, we
have to be in this group! @Dusitra”
4.6 Meaningful Engagement
The data analysis reveals several codes relating to meaningful engagement outcomes
such as continue to play, stickiness and purchase intention. Subsequent data analysis is
implemented. Eventually, valid principles are listed with supporting quotes as below table.
The frequencies are 164 items of stickiness and 34 items of purchase intention.
Table 6 Meaningful engagement
Stickiness
Stickiness refers to the capacity of the gamified social commerce “to attract and retain customers”
(Chin-Lung Hsu & Lin, 2016; Lin, Luo, Cheng, & Li, 2019)
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“I did nothing all day because I want to wait to play games and collect the coins”
“Gonna shake up my phone the whole day”
“Even complain but I still keep playing it.”
“I love playing and keeping up to date with SHOPEE SHAKE SHAKE activity.”
“Normally I check-in every day. I sleep late because when it’s midnight I will check in
immediately.”
“At this point, I even asked my English teacher to take a break for 10 minutes and play it!
#ShopeeShakeShake 10 minutes played, then the point is I do not play alone. Play all the rooms.
hahaha”
“It's a family activity! One hand holds a bottle, another one hand hold game. Family FUN 2019”
“On the company meeting but play all the apps #QuizHunter #ShopeeQuiz #ShopeeShakeShake
#AnnaQuizShow #LiveLive.”
“I play every day, even I have to hide it from my boss”
Purchase Intention
“I just use coins just to deduct my delivery fee”
“I revisited the app to purchase some products”
“Even get more or less, people still want to buy.”
“Today, I brought kitchen stuff for thousands of baht.”
“The purchase cannot be done.”
“At least I will share to get coins to use for delivery shipping fee then”
“I usually believe in this application and often make purchases.”
“I already listed the product I wanted to buy, once I got the code, I instantly used it,”
“So, I recently completed the purchase with a discount code, but I just knew that 99 free delivery
until tomorrow.”
“I usually do online shopping on the app. It was ok and the price was low. I like it.”
4.7 Service failure
The data analysis reveals the possible impact of system failure on meaningful
engagement. Subsequent data analysis is implemented. Eventually, valid principles are
listed with supporting quotes as below table. The frequency is 83 items for system failure.
Table 7 System failure
System Failure
“service content (i.e., information and functionalities) offered by an e-commerce website is not delivered in
a conducive manner that facilitates consumers in accomplishing their transactional activities and/or
objectives.” (Tan, Benbasat, & Cenfetelli, 2016)
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“I did nothing, but when I sign in, it's already like this. What's the hack!”
“What's wrong with this Shopee? I haven’t shake it yet, but the screen already shows that I got 0 coins”
“Got the special prize then they asked to recall”
“App sent me a message informing that the system is broken. There will be a cancellation of the previous
reward I have received.”
“I could not purchase anything too.”
“My coins have disappeared, where can I get it back?”
“Wonder how much damage was done to the we”
“Coin distribution system of Shopee has been suck for a long time.”
“Shake it notification always bounced off”
“in the morning, the server was unstable and gave me a cupcake, but I did not get anything for the previous
game.”
“Playing quiz on Shopee. I answered right but it showed that I was wrong, and I became the audience.”
“It is now 20:00 and it’s happening again. This was like in the afternoon. Why did they launch this game?”
“people complained that there was a lost connection.
When I arrived in the second round. It happened”
“It happened again.”
“Hey! How come it like this, confused!!!”
4.8 Model of gamified social ecommerce
Based on the foundation framework of Liu et al. (2017) and the results of netnography,
a model of gamified social commerce is proposed as Figure 2. The model shows that game
elements (i.e., reward, challenge and collaboration) and social elements (i.e., social
presence, information support and emotional support) have a mix impact on the
interactivity, then, influence meaningful engagement of customers. The design of game
elements in social commerce can be effective with the support from social elements. For
example, the design of a higher reward and a higher challenge might lead to the higher
collaboration. The information support is also promote the collaboration, and influence the
interactivity among users. In terms of meaningful engagement, users with the absorption
experience when playing game inside the social commerce platform might continue to play
and stick with the platform. The purchase can be a consequence of the process, when the
design of game commonly encourage users to buy products using the rewards from game.
Purchase behavior is also the final target of the social platforms.
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Figure 4. Model of a gamified social ecommerce
5. DISCUSSIONS
5.1 Discussions on results
Conducting the qualitative method as netnography approach, the study reflects what
users think, feel, and act at the time they posted online. The research investigates
gamification elements and social elements, which influence customer meaningful
engagement. The results include 10 main constructs in several themes including reward,
challenge, collaboration (game elements), social presence, social support (social elements),
interactivity, cognitive absorption, stickiness, purchase intention (meaningful engagement),
and system failure (constraints). The findings offer a deep understanding on the
combination between gamification and social commerce. Additionally, the findings are
combined with study of Liu et al. (2017) to propose a research model for gamified social
commerce.
5.2 Theoretical implications
This research makes several important contributions. First, this research addressed the
questions of Liu et al. (2017): “how should gamification design elements be used to
encourage cooperation between team members and competition between teams?” and “how
should social support design elements be applied to encourage cooperation between users?”.
The results show that gamification design elements (i.e., reward and challenge) can enhance
collaboration. It is also proved that social support could enhance collaboration. Second, this
study investigates the mix impact of game elements and social elements on interactivity in
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the context of gamified social commerce. Third, this study also suggests a new construct
(i.e., system failure) which can influence the experience and behavior of users. Those new
constructs help to extend the foundation model of Liu et al. (2017) in the context of
gamified social commerce.
5.3 Practical Implication.
Even gamification is still in the early stages of developing a fully integrated marketing
in social commerce. Understanding these journeys is crucial because they become the
unique principle and effective tool for social commerce business to acquire new customers
with low cost and positive engagement. Gamification could be an antecedent of interaction
and engagement in the practice of business.
5.4 Limitations and Future Research
First, gamification in social commerce is new. During our research time, the game
elements are not stable and may be rapidly developed by platforms. Second, the data is
collected mainly from Thai users. Although Thailand is the biggest country among
Southeast Asian countries in terms of social commerce users, the sample might be less
representative. Last, there is a limitation for checking validity and reliability for qualitative
data of Twitter. We hope that the further research could use more consistent gamification
elements, narrow the duration of data collection and explore more constructs and
relationships to develop the model of gamification in social commerce.
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