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. 2021 Mar 11;7(3):e06383. doi: 10.1016/j.heliyon.2021.e06383

Table 3.

Constructs definition.

Construct Concept Authors
Perceived usefulness (PU) The confidence a person has that using a particular system would increase its performance in the buying process (Davis et al., 1992; Venkatesh and Davis, 2000)
Perceived ease of use (PEOU) The degree of effort a user has to apply for using a certain system. (Venkatesh and Davis, 2000)
Reputation (REP) An assessment of the potential desire of an entity, an external group of people establishes this assessment, as public value. (Meynhardt, 2009; Standifird, 2001)
Gamification (GAM) Application of elements of the games domain to change human behaviors in non-games environments. (Deterding et al., 2011)
Intention to use (IU) The degree of evaluative effect an individual associates to use the target system. (Venkatesh and Davis, 2000)
Use (USE) Behavioral response to the intention of the individual to the use of the system. (Davis et al., 1992)
Buy frequency (BF) The number of times a customer purchases within a specified period. (Ferrand et al., 2010)
Trust in vendor (TV) Online trust is generally considered to be a dependence on a specific company by its stakeholders concerning the company's activities in the online medium and specifically in their website, namely regarding credibility as a determinant of trust. Trust consists on the on customers’ perceived confidence towards a specific retailer. (Lowry et al., 2014; Shankar et al., 2002)
Repurchase intention (RPI) The judgment of the individual on a new purchase of a product/service assigned from the same company, considering its current situation. (Hellier et al., 2003)