Toward a meaningful experience: an explanation of the drivers of the continued usage of gamified mobile app services

连续性 独创性 心理学 社会关系 可用性 结构方程建模 情感(语言学) 社会心理学 计算机科学 人机交互 沟通 机器学习 创造力
作者
Fei Zhou,Jian Mou,Jongki Kim
出处
期刊:Online Information Review [Emerald Publishing Limited]
卷期号:46 (2): 285-303 被引量:32
标识
DOI:10.1108/oir-10-2020-0464
摘要

Purpose This study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS). Therefore, this research explores the influencing mechanism by which gamified IS (immersive-related interaction, achievement-related interaction, and social-related interaction) impacts users' perceived benefits and continuance intention. Design/methodology/approach In this research, 367 users of Ant Forest are investigated in two waves through random sampling and the use of a structural equation model with SmartPLS 3.0 software. Findings The research results reveal the following: (1) both achievement-related interaction and social-related interaction can affect the user's continuance intention, while the direct impact of immersive-related interaction on the user's continuance intention is not supported; (2) users' perceived self-benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention; and (3) perceived social benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention. Originality/value This study supports the retention effects of gamification design on users' continuance intention by evocating users' dual perceived benefits.
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