IDEAS home Printed from https://ideas.repec.org/a/rnd/arimbr/v16y2024i3p564-572.html
   My bibliography  Save this article

From Gaming Elements to Purchase Intentions: The Influence of Perceived Enjoyment and Promotion Focus in Online Travel Bookings

Author

Listed:
  • Janiffa Saidon
  • Nur Aliah Hisham
  • Nurul Ainun Ahmad Atory
  • Hairulnizam Hashim
  • Mohd Hisham Johari
  • Nur Syakirah Ahmad
  • Faizah Md Sohid
  • Mohd Fikri Ishak

Abstract

This study examines the impact of gamification on purchase intentions in Malaysia's online travel booking industry. As traditional platforms like Expedia face declining bookings due to economic challenges and the rise of competitors such as Airbnb, Agoda, and Booking.com, understanding the role of gamification in user engagement becomes crucial. The research employs Partial Least Squares Structural Equation Modeling (PLS-SEM) to analyze the effects of extrinsic and intrinsic gaming elements, perceived enjoyment, and promotional focus on purchase intention. A total of 141 respondents participated in the survey and the key findings reveal that extrinsic gaming elements, including points and rewards, have a significantly stronger impact on perceived enjoyment than intrinsic elements like membership levels. This heightened enjoyment, in turn, positively influences purchase intention. Additionally, the study finds that promotional focus moderates the relationship between perceived enjoyment and purchase intention, further enhancing the effect. The Importance-Performance Map Analysis (IPMA) indicates that while intrinsic gaming elements perform below average, they are less critical than other factors. Managers should prioritize improving aspects of high importance, but currently have, low performance to boost purchase intentions effectively. Overall, the research provides actionable insights for enhancing competitiveness in Malaysia's digital travel marketplace, emphasizing the need for targeted gamification strategies to align with evolving consumer preferences. The findings offer a foundation for developing strategies that can help travel platforms maintain relevance and drive engagement in a competitive landscape.

Suggested Citation

  • Janiffa Saidon & Nur Aliah Hisham & Nurul Ainun Ahmad Atory & Hairulnizam Hashim & Mohd Hisham Johari & Nur Syakirah Ahmad & Faizah Md Sohid & Mohd Fikri Ishak, 2024. "From Gaming Elements to Purchase Intentions: The Influence of Perceived Enjoyment and Promotion Focus in Online Travel Bookings," Information Management and Business Review, AMH International, vol. 16(3), pages 564-572.
  • Handle: RePEc:rnd:arimbr:v:16:y:2024:i:3:p:564-572
    DOI: 10.22610/imbr.v16i3S(I)a.4224
    as

    Download full text from publisher

    File URL: https://ojs.amhinternational.com/index.php/imbr/article/view/4224/2748
    Download Restriction: no

    File URL: https://ojs.amhinternational.com/index.php/imbr/article/view/4224
    Download Restriction: no

    File URL: https://libkey.io/10.22610/imbr.v16i3S(I)a.4224?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Xu, Feifei & Buhalis, Dimitrios & Weber, Jessika, 2017. "Serious games and the gamification of tourism," Tourism Management, Elsevier, vol. 60(C), pages 244-256.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Uglješa Stankov & Ulrike Gretzel, 2020. "Tourism 4.0 technologies and tourist experiences: a human-centered design perspective," Information Technology & Tourism, Springer, vol. 22(3), pages 477-488, September.
    2. Feng, Wenting & Tu, Rungting & Hsieh, Peishan, 2020. "Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements," Journal of Retailing and Consumer Services, Elsevier, vol. 57(C).
    3. Aebli, Annika, 2019. "Tourists' motives for gamified technology use," Annals of Tourism Research, Elsevier, vol. 78(C), pages 1-1.
    4. Xi, Nannan & Hamari, Juho, 2020. "Does gamification affect brand engagement and equity? A study in online brand communities," Journal of Business Research, Elsevier, vol. 109(C), pages 449-460.
    5. Rodrigues, Mariana Berga & Loureiro, Sandra Maria Correia & Romero, Maria Inês Relvas, 2024. "Luxury fashion games are so cool! Predicting awareness, perceived quality, and loyalty," Journal of Retailing and Consumer Services, Elsevier, vol. 77(C).
    6. Eva Sánchez-Amboage & Verónica Crespo-Pereira & Matías Membiela-Pollán & João Paulo Jesús Faustino, 2024. "Tourism marketing in the metaverse: A systematic literature review, building blocks, and future research directions," PLOS ONE, Public Library of Science, vol. 19(5), pages 1-22, May.
    7. Swacha Jakub & Ittermann Robert, 2017. "Enhancing the tourist attraction visiting process with gamification: key concepts," Engineering Management in Production and Services, Sciendo, vol. 9(4), pages 59-66, December.
    8. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
    9. Li, Chia-Ying & Fang, Yu-Hui, 2020. "I searched, I collected, I experienced: Exploring how mobile augmented reality makes the players go," Journal of Retailing and Consumer Services, Elsevier, vol. 54(C).
    10. Francesca De Canio & Elisa Martinelli & Margherita Peruzzini & Sara Cavallaro, 2022. "Experiencing a Food Production Site Using Wearable Devices: The Indirect Impact of Immersion and Presence in VR Tours," Sustainability, MDPI, vol. 14(5), pages 1-17, March.
    11. Changsok Yoo & Shinhye Kwon & Hyunsoo Na & Byenghee Chang, 2017. "Factors Affecting the Adoption of Gamified Smart Tourism Applications: An Integrative Approach," Sustainability, MDPI, vol. 9(12), pages 1-21, November.
    12. Saima Hussain & Sara Qazi & Rizwan Raheem Ahmed & Dalia Streimikiene & Jolita Vveinhardt, 2018. "Employees Management: Evidence from Gamification Techniques," Montenegrin Journal of Economics, Economic Laboratory for Transition Research (ELIT), vol. 14(4), pages 97-107.
    13. Bitrián, Paula & Buil, Isabel & Catalán, Sara, 2021. "Enhancing user engagement: The role of gamification in mobile apps," Journal of Business Research, Elsevier, vol. 132(C), pages 170-185.
    14. Zejda Pavel & Zejda David, 2016. "Exploitation of the Virtual Worlds in Tourism and Tourism Education," Czech Journal of Tourism, Sciendo, vol. 5(2), pages 173-188, December.
    15. Powel Maxwell Worimegbe & Temitope Mariam Worimegbe, 2021. "Gamification and Firms Competitiveness: An Analysis of Deposit Money Banks," Tržište/Market, Faculty of Economics and Business, University of Zagreb, vol. 33(2), pages 129-147.
    16. Wojciech Pizlo & Anna Mazurkiewicz-Pizlo, 2023. "Gamification - Use in Tourism Business Management," European Research Studies Journal, European Research Studies Journal, vol. 0(2), pages 390-409.
    17. Pantea Foroudi & S. Asieh Hosseini Tabaghdehi & Valentina Cillo & Maria Teresa Cuomo, 2025. "E-service failure and recovery strategy in times of crisis: effect on peer attitudes, expectation and future intention," Review of Managerial Science, Springer, vol. 19(2), pages 537-571, February.
    18. Tu, Rungting & Hsieh, Peishan & Feng, Wenting, 2019. "Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities," Sport Management Review, Elsevier, vol. 22(5), pages 682-693.
    19. Katerina Volchek, 2022. "Book Review "Gamification for Tourism"," Information Technology & Tourism, Springer, vol. 24(1), pages 157-159, March.
    20. Abril, Carmen & Gimenez-Fernandez, Elena M. & Camacho-Miñano, María-del-Mar, 2024. "Using gamification to overcome innovation process challenges: A literature review and future agenda," Technovation, Elsevier, vol. 133(C).

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:rnd:arimbr:v:16:y:2024:i:3:p:564-572. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Muhammad Tayyab (email available below). General contact details of provider: https://ojs.amhinternational.com/index.php/imbr .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.