Related Experiment Video
Updated: Aug 26, 2025

14:02
Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
3.5K
How do mini games affect female users of mobile commerce? Improving platform satisfaction through game use intention
Yi-Ting Huang1, Na Yu2, Ching-Yi Chen3
1Department of Interaction Design, National Taipei University of Technology, Taipei, Taiwan.
Frontiers in Psychology
|October 13, 2022
Summary
Gamifying mobile commerce platforms increases user satisfaction, particularly among females. Game use intention fully mediates this effect, driven by performance expectations and social influences, with older females showing higher engagement.
Area of Science:
- E-commerce and Consumer Behavior
- Human-Computer Interaction
- Gamification Studies
Background:
- Mobile commerce (m-commerce) platforms are increasingly integrating gamification elements.
- Gamification aims to enhance user engagement and satisfaction within commercial applications.
- Female users, a significant demographic, are noted for their participation in m-commerce games.
Purpose of the Study:
- To investigate the factors influencing female users' intention to play games on m-commerce platforms.
- To examine the impact of game use intention on overall platform satisfaction among female users.
- To explore the mediating role of game use intention between user expectations, motivations, and platform satisfaction.
Main Methods:
- Data collected from female m-commerce game players in China.
- Structural Equation Modeling (SEM) employed to test hypotheses.
- Analysis included factors like performance expectation, hedonic motivation, social influence, and effort expectation.
Main Results:
- Game use intention fully mediated the effects of performance expectation, hedonic motivation, and social influence on platform satisfaction.
- Effort expectation positively impacted platform satisfaction directly, but not game use intention.
- Higher frequency of game play and spending correlated positively with game use intention; females over 25 showed a preference for m-commerce games.
Conclusions:
- Gamification significantly enhances m-commerce platform satisfaction for female users through game use intention.
- Strategic design considering performance expectations, hedonic value, and social dynamics is crucial for m-commerce gamification.
- Findings offer theoretical insights and practical guidance for developing engaging m-commerce platforms, with a noted demographic preference among older females.

