Exploring the influence of gamification-enabled customer experience on continuance intention towards digital platforms for e-government: An empirical investigation

IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Information & Management Pub Date : 2024-05-21 DOI:10.1016/j.im.2024.103986
RunZe Liu , Jose Benitez , Lin Zhang , Zhen Shao , JiaNing Mi
{"title":"Exploring the influence of gamification-enabled customer experience on continuance intention towards digital platforms for e-government: An empirical investigation","authors":"RunZe Liu ,&nbsp;Jose Benitez ,&nbsp;Lin Zhang ,&nbsp;Zhen Shao ,&nbsp;JiaNing Mi","doi":"10.1016/j.im.2024.103986","DOIUrl":null,"url":null,"abstract":"<div><p>Governments realize a significant gap exists between existing efforts in customer experience and citizen expectations for implementing a digital platform in e-government (DPEG), hindering citizens’ continuance intention. This study proposes a novel initiative called <em>gamification-enabled customer experience</em>. Based on the motivational lens, we develop and test a conceptual research model. We find that gamification-enabled customer experience positively impacts intrinsic and extrinsic motivations and continuance intention towards DPEG. Our results enrich IS research on digital platforms, customer experience, types of motivation, and behavior. We also offer practical guidelines for implementing a DPEG to execute gamified customer experience strategies.</p></div>","PeriodicalId":56291,"journal":{"name":"Information & Management","volume":"61 5","pages":"Article 103986"},"PeriodicalIF":8.2000,"publicationDate":"2024-05-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S0378720624000685/pdfft?md5=b92d0ca637cd48723b1004cf3ed36653&pid=1-s2.0-S0378720624000685-main.pdf","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information & Management","FirstCategoryId":"91","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0378720624000685","RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
引用次数: 0

Abstract

Governments realize a significant gap exists between existing efforts in customer experience and citizen expectations for implementing a digital platform in e-government (DPEG), hindering citizens’ continuance intention. This study proposes a novel initiative called gamification-enabled customer experience. Based on the motivational lens, we develop and test a conceptual research model. We find that gamification-enabled customer experience positively impacts intrinsic and extrinsic motivations and continuance intention towards DPEG. Our results enrich IS research on digital platforms, customer experience, types of motivation, and behavior. We also offer practical guidelines for implementing a DPEG to execute gamified customer experience strategies.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
探索游戏化客户体验对电子政务数字平台持续意向的影响:实证调查
政府意识到,现有的客户体验工作与公民对实施电子政务数字平台(DPEG)的期望之间存在巨大差距,这阻碍了公民的持续意愿。本研究提出了一项名为 "游戏化客户体验 "的新举措。基于动机视角,我们开发并测试了一个概念研究模型。我们发现,游戏化客户体验对内在和外在动机以及对 DPEG 的持续意向都有积极影响。我们的研究结果丰富了有关数字平台、客户体验、动机类型和行为的 IS 研究。我们还为实施 DPEG 以执行游戏化客户体验战略提供了实用指南。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Information & Management
Information & Management 工程技术-计算机:信息系统
CiteScore
17.90
自引率
6.10%
发文量
123
审稿时长
1 months
期刊介绍: Information & Management is a publication that caters to researchers in the field of information systems as well as managers, professionals, administrators, and senior executives involved in designing, implementing, and managing Information Systems Applications.
期刊最新文献
Cutting corners as a coping strategy in information technology use: Unraveling the mind's dilemma Cybersecurity end-user compliance: Password management versus update compliance Towards new frontiers: How attainment discrepancy affects exploratory behavior in crowdfunding What drives users to tip? The impact of contributor experience, content length, and content type on online video sharing platforms An ensemble deep learning model for fast classification of Twitter spam
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1