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) |