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Impact of gamification on customer experience and perceived value in the Sri Lankan telecommunication market

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dc.contributor.author Samarasinghe, GD
dc.contributor.author Kuruppu, GN
dc.contributor.author Sisara, HT
dc.contributor.author De Silva, S
dc.contributor.author Gallage, HPS
dc.contributor.author Campos, PS
dc.date.accessioned 2025-01-20T04:58:49Z
dc.date.available 2025-01-20T04:58:49Z
dc.date.issued 2024
dc.identifier.uri http://dl.lib.uom.lk/handle/123/23188
dc.description.abstract The telecommunication services industry has grown rapidly in Sri Lanka over the past few decades. But, for a tiny island nation with a relatively low population figure, the number of active telecommunication service providers operating in the country is considerably high. In the current market situation, no service provider has a competitive edge over technology. Hence, companies take the customer experience very seriously as the perceived value towards the service provider is one of the main deciding factors for a customer when gamification. Thus, this study aims to identify the effect of gamification and customer experience on perceived value in the Sri Lankan Telecommunication market. A representative sample of 200 gamification users was selected and the feedback was collected using a structured questionnaire. Using SPSS 24 software, the characteristics of the sample were analyzed through descriptive statistics, and research objectives were achieved by testing hypotheses using correlation and regression analysis. The results evidenced that the relationships between gamification and perceived value, gamification and customer experience, and customer experience and perceived value have a significant, moderate & 0positive linear relationship. Further, it was found that customer experience provides a significant, partial, and positive impact on gamification and perceived value. The findings of the study help practitioners to uplift the use of gamification in their marketing strategy. en_US
dc.language.iso en en_US
dc.publisher Business Research Unit (BRU) en_US
dc.subject Customer Experience en_US
dc.subject Gamification en_US
dc.subject Perceived Value en_US
dc.subject Telecommunication Industry en_US
dc.title Impact of gamification on customer experience and perceived value in the Sri Lankan telecommunication market en_US
dc.type Conference-Full-text en_US
dc.identifier.faculty Business en_US
dc.identifier.year 2024 en_US
dc.identifier.conference International Conference on Business Research en_US
dc.identifier.place Moratuwa en_US
dc.identifier.pgnos pp. 74-88 en_US
dc.identifier.proceeding 7th International Conference on Business Research (ICBR 2024) en_US
dc.identifier.email tharushkis@uom.lk en_US
dc.identifier.doi https://doi.org/10.31705/ICBR.2024.6 en_US


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