<?xml version="1.1" encoding="utf-8"?>
<article xsi:noNamespaceSchemaLocation="http://jats.nlm.nih.gov/publishing/1.1/xsd/JATS-journalpublishing1-mathml3.xsd" dtd-version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><front><journal-meta><journal-id journal-id-type="publisher-id">ASDS</journal-id><journal-title-group><journal-title>Applied Statistics and Data Science</journal-title></journal-title-group><issn>3066-8433</issn><eissn>3066-8441</eissn><publisher><publisher-name>Art and Technology</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.61369/ASDS.2025090005</article-id><article-categories><subj-group subj-group-type="heading"><subject>Article</subject></subj-group></article-categories><title>基于消费者视角的农产品电商平台游戏化营销策略研究
—— 以始兴县农产品销售为例</title><url>https://artdesignp.com/journal/ASDS/1/9/10.61369/ASDS.2025090005</url><author>陈婧雯,许昕宜,俞诗彦,龙浩</author><pub-date pub-type="publication-year"><year>2025</year></pub-date><volume>1</volume><issue>9</issue><history><date date-type="pub"><published-time>2025-11-20</published-time></date></history><abstract>为响应乡村振兴战略下农产品电商的数字化发展需求，本研究旨在揭示游戏化营销对消费者购买行为的影响机理。以广东省始兴县为例，研究基于&amp;ldquo;刺激- 组织- 反应&amp;rdquo;（S-O-R）理论，通过对656份消费者问卷进行结构方程模型（SEM）分析。结果表明：游戏化奖励机制是激发购买意向的核心驱动力，其通过显著提升感知趣味性与信任感，有效促成消费转化。与之相对，复杂的玩法设计吸引力不足，凸显了农产品消费者对实用价值的偏好高于娱乐体验。此外，中低收入的年轻女性是游戏化营销的核心参与群体。研究认为，成功的农产品游戏化策略应聚焦于高价值的奖励回馈、简化的互动设计以及地域文化的深度融合，以此构建品牌信任，增强用户粘性，从而为县域农业品牌化与数字经济发展提供支持。</abstract><keywords>游戏化营销,农产品电商,消费者行为,结构方程模型,乡村振兴</keywords></article-meta></front><body/><back><ref-list><ref id="B1" content-type="article"><label>1</label><element-citation publication-type="journal"><p>[1]Deterding S, Dixon D, Khaled R, et al. From game design elements to gamefulness: Defining gamification[C]//Proceedings of the 2011 MindTrek Conference. New York:ACM, 2011: 9&amp;ndash;15.[2]Chen Y T T. Gamification in marketing to increase customer retention[D]. Cambridge, MA: Massachusetts Institute of Technology, 2023.[3]Hwang J, Choi L. Exploration of gamification in loyalty programs for consumer loyalty[J]. Journal of Business Research, 2020, 106: 365&amp;ndash;376.[4] 倪渼璨. 拼多多低价背后的消费者行为驱动力探究[J]. 电子商务评论, 2024, 13(3): 6540&amp;ndash;6545.[5]Japutra A, et al. The dark side of brands: Exploring fear of missing out and compulsive brand buying[J]. Journal of Business Research, 2025, 176: 114278.[6]Sun Y, Liu J, et al. The impact of gamification motivation on green consumption behavior: Evidence from Ant Forest[J]. Sustainability, 2022, 15(1): 512.[7] Seaborn K, Fels D I. Gamification in theory and action: A survey[J]. Computers in Human Behavior, 2015, 57: 14&amp;ndash;31.[8] Koivisto J, Hamari J. The rise of motivational information systems: A review of gamification research[J]. International Journal of Information Management, 2019, 45:191&amp;ndash;210.[9]Sailer M, Homner L. The gamification of learning: A meta-analysis[J]. Educational Psychology Review, 2020, 32(1): 77&amp;ndash;112.[10]Huotari K, Hamari J. Defining gamification: A service marketing perspective[J]. Proceedings of MindTrek, ACM, 2012: 17&amp;ndash;22.[11]Nelson P. Information and consumer behavior[J]. Journal of Political Economy, 1970, 78(2): 311&amp;ndash;329.[12] 熊雪, 朱成霞, 朱海波. 农产品电商直播中消费者信任的形成机制: 中介能力视角[J]. 南京农业大学学报（社会科学版）,2021,21(4):142-154[13] 孔紫韩, 罗欢, 马孟丽. 基于SOR 模型的农产品直播购买意愿研究[J]. 技术与市场,2024,31(3):163-167. DOI:10.3969/j.issn.1006-8554.2024.03.037.[14]Mehrabian A, Russell J A. An approach to environmental psychology[M]. Cambridge, MA: MIT Press, 1974.[15]Jacoby J. Stimulus-organism-response reconsidered[J]. Journal of Consumer Research, 2002, 29(1): 22&amp;ndash;24.</p><pub-id pub-id-type="doi"/></element-citation></ref></ref-list></back></article>
