ISSN: 2265-6294

The effect of gamification on Purchase Intention with mediating the role of brand reputation (Case Study of Central-Carrefour Hypermarket for on-spot appliances' loans in Tbilisi, Georgia)

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Bahman Moghimi,Mahmoud Dastouri

Abstract

Purpose of this research is investigating the effect of gamification on the intention of buying on-spot appliances' loans with mediating the role of brand reputation (Case Study of Central-Carrefour Hypermarket in Tbilisi, Georgia). The present study is an applied research and in terms of method is also a descriptive survey. The statistical population of this research is the customers of Carrefour central hypermarket store in Tbilisi, Georgia, whose number is unknown and therefore the sample size is 384 people and the sampling method is available. The data collection tool is a standard 15-item questionnaire (in addition to demographics). Cronbach's alpha was used for reliability and convergent and divergent validity was used for validity. Also, k-s test and structural equations and path analysis with PLS and SPSS software were used. In this study, four hypotheses were examined and all hypotheses were confirmed. Therefore, it can be concluded that this store can increase effectiveness in purchase intention of home appliances in installments at the store through game-making techniques and relying on the brand's reputation

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