Mapping attitude, engagement and purchase behavioral intention through multistage PLS-SEM: Exploration of gamified marketing dynamics

  • 7 Views
  • 1 Downloads

Creative Commons License DMCA.com Protection Status
This work is licensed under a Creative Commons Attribution 4.0 International License

Type of the article: Research Article

Abstract
Gamified marketing has become an increasingly critical strategy in digital commerce, yet the full pathway from consumer attitude through engagement to purchase behavioral intention remains insufficiently examined, particularly across demographic cohorts in emerging markets. This study investigates how gamification elements shape consumer attitudes, engagement and purchase behavioral intention among digital consumers in the Delhi National Capital Region of India. This quantitative study employs a structured survey administered between July and November 2025, yielding a final usable sample of 643 (56.8% male, 43.2% female). The study integrates the Unified Theory of Acceptance and Use of Technology (UTAUT) and the Technology Acceptance Model (TAM) within a Partial Least Squares Structural Equation Modelling (PLS-SEM) framework. The results demonstrate that perceived agility (β = 0.307, p < 0.001), perceived ease of use (β = 0.278, p < 0.001), perceived usefulness (β = 0.259, p < 0.001), perceived enjoyment (β = 0.248, p < 0.001) and social influence (β = 0.188, p < 0.001) are significant drivers of consumer attitude. Consumer attitude strongly predicts consumer engagement (β = 0.550, p < 0.001) and purchase behavioral intention (β = 0.334, p < 0.001), with engagement partially mediating the attitude–purchase behavioral intention relationship (β = 0.196, p < 0.001). Measurement invariance testing followed by multi-group analysis reveals significant generational and gender-based differences in gamification drivers, underscoring the need for demographically tailored strategies. These findings advance theory by confirming the TAM-UTAUT integrated model in a gamified emerging-market context, and offer practitioners a roadmap for designing differentiated gamification campaigns that enhance engagement and drive purchase intention.

view full abstract hide full abstract
    • Figure 1. Theoretical framework
    • Table 1. Demographic characteristics
    • Table 2. Descriptive statistics with factor loadings
    • Table 3. Construct reliability and validity
    • Table 4. Discriminant validity assessment (Fornell–Larcker criterion and HTMT ratio)
    • Table 5. Model-fit summary
    • Table 6. Hypotheses testing results
    • Table 7. Summary of MICOM results: gender
    • Table 8. Gender-based multi-group analysis (MGA) results
    • Table 9. Summary of MICOM results: generational cohorts
    • Table 10. Generation-based Multi-Group Analysis (MGA) results
    • Table A1. Summary of constructs and measurement items
    • Conceptualization
      Saurav Meena, Minakshi Paliwal, Arun Yadav
    • Formal Analysis
      Saurav Meena, Vimal Kumar, Arun Yadav
    • Investigation
      Saurav Meena, Sumanjeet Singh, Minakshi Paliwal
    • Methodology
      Saurav Meena, Sumanjeet Singh, Vimal Kumar
    • Supervision
      Saurav Meena, Sumanjeet Singh, Minakshi Paliwal
    • Writing – original draft
      Saurav Meena, Vimal Kumar, Arun Yadav
    • Data curation
      Sumanjeet Singh, Vimal Kumar, Arun Yadav
    • Writing – review & editing
      Sumanjeet Singh, Minakshi Paliwal, Arun Yadav