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Paper Type

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Abstract

This paper studies the interplay between technostress and gamification in online shopping. Technostress, a growing concern when using information and communication technology (ICT), detrimentally impacts consumers' online shopping experiences. Through an in-depth qualitative study and two self-developed scenarios in a simulated online shopping environment, we explore (1) what stressors are experienced by consumers and (2) how gamification elements—such as progress bars, quizzes, and avatars—can mitigate technostress. Our findings show that gamification enhances user engagement and satisfaction and has the potential to reduce technostress and its adverse effects by providing clarity, control, and personalized experiences. These findings contribute to technostress and gamification literature. We demonstrate that different stimuli cause technostress, and we point to the potential of gamification to alleviate technostress in online shopping environments. Our study also offers implications for online shopping platforms, suggesting the strategic implementation of gamification to improve consumer experiences.

Paper Number

1299

Author Connect URL

https://authorconnect.aisnet.org/conferences/AMCIS2024/papers/1299

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Aug 16th, 12:00 AM

Click, Stress, Reward: The Interplay of Technostress and Gamification in Consumers’ Online Shopping

This paper studies the interplay between technostress and gamification in online shopping. Technostress, a growing concern when using information and communication technology (ICT), detrimentally impacts consumers' online shopping experiences. Through an in-depth qualitative study and two self-developed scenarios in a simulated online shopping environment, we explore (1) what stressors are experienced by consumers and (2) how gamification elements—such as progress bars, quizzes, and avatars—can mitigate technostress. Our findings show that gamification enhances user engagement and satisfaction and has the potential to reduce technostress and its adverse effects by providing clarity, control, and personalized experiences. These findings contribute to technostress and gamification literature. We demonstrate that different stimuli cause technostress, and we point to the potential of gamification to alleviate technostress in online shopping environments. Our study also offers implications for online shopping platforms, suggesting the strategic implementation of gamification to improve consumer experiences.

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