B. Foroughi, M. Iranmanesh, Mahaletchimi Kuppusamy, Y. Ganesan, M. Ghobakhloo, Madugoda Gunaratnege Senali
{"title":"在任务管理中使用游戏化应用的意图:技术延续理论的延伸","authors":"B. Foroughi, M. Iranmanesh, Mahaletchimi Kuppusamy, Y. Ganesan, M. Ghobakhloo, Madugoda Gunaratnege Senali","doi":"10.1108/el-05-2022-0108","DOIUrl":null,"url":null,"abstract":"\nPurpose\nGamification applications (apps) are gaining great attention in many contexts and have grown increasingly. Despite their significant role in many settings, prior research mainly focused on initial adoption, and there are limited studies on the post-adoption stage. This study aims to explore the factors influencing individuals’ continuance intention to use gamified task manager apps, drawing on the technology continuance theory (TCT) by integrating enjoyment, habit and social influence.\n\n\nDesign/methodology/approach\nData were obtained from 318 Malaysian who had prior experience with task management gamified apps and analysed with the partial least squares approach.\n\n\nFindings\nAccording to the results, confirmation, perceived usefulness (PU) and enjoyment positively influence satisfaction. PU, enjoyment, satisfaction and social influence affect attitude, while the result failed to confirm the association between perceived ease of use and attitude. Furthermore, PU, attitude and habit are strong determinants of users’ continuance intention. Moreover, continuance intention was not predicted by users’ satisfaction and social influence.\n\n\nPractical implications\nThe findings provide directions for developers and marketers of gamified task manager apps. Besides the technological and functional benefits of applications, they should also consider social, hedonic and individual factors in the designing and marketing stages.\n\n\nOriginality/value\nThis study extends the literature by assessing the determinants of continuous intention to use gamified task manager apps; and extending the TCT in the context of gamification by incorporating three contextual factors, namely, perceived enjoyment, social influence and habit.\n","PeriodicalId":330882,"journal":{"name":"Electron. Libr.","volume":"299 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Determinants of continuance intention to use gamification applications for task management: an extension of technology continuance theory\",\"authors\":\"B. Foroughi, M. Iranmanesh, Mahaletchimi Kuppusamy, Y. Ganesan, M. Ghobakhloo, Madugoda Gunaratnege Senali\",\"doi\":\"10.1108/el-05-2022-0108\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\nPurpose\\nGamification applications (apps) are gaining great attention in many contexts and have grown increasingly. Despite their significant role in many settings, prior research mainly focused on initial adoption, and there are limited studies on the post-adoption stage. This study aims to explore the factors influencing individuals’ continuance intention to use gamified task manager apps, drawing on the technology continuance theory (TCT) by integrating enjoyment, habit and social influence.\\n\\n\\nDesign/methodology/approach\\nData were obtained from 318 Malaysian who had prior experience with task management gamified apps and analysed with the partial least squares approach.\\n\\n\\nFindings\\nAccording to the results, confirmation, perceived usefulness (PU) and enjoyment positively influence satisfaction. PU, enjoyment, satisfaction and social influence affect attitude, while the result failed to confirm the association between perceived ease of use and attitude. Furthermore, PU, attitude and habit are strong determinants of users’ continuance intention. Moreover, continuance intention was not predicted by users’ satisfaction and social influence.\\n\\n\\nPractical implications\\nThe findings provide directions for developers and marketers of gamified task manager apps. Besides the technological and functional benefits of applications, they should also consider social, hedonic and individual factors in the designing and marketing stages.\\n\\n\\nOriginality/value\\nThis study extends the literature by assessing the determinants of continuous intention to use gamified task manager apps; and extending the TCT in the context of gamification by incorporating three contextual factors, namely, perceived enjoyment, social influence and habit.\\n\",\"PeriodicalId\":330882,\"journal\":{\"name\":\"Electron. 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Determinants of continuance intention to use gamification applications for task management: an extension of technology continuance theory
Purpose
Gamification applications (apps) are gaining great attention in many contexts and have grown increasingly. Despite their significant role in many settings, prior research mainly focused on initial adoption, and there are limited studies on the post-adoption stage. This study aims to explore the factors influencing individuals’ continuance intention to use gamified task manager apps, drawing on the technology continuance theory (TCT) by integrating enjoyment, habit and social influence.
Design/methodology/approach
Data were obtained from 318 Malaysian who had prior experience with task management gamified apps and analysed with the partial least squares approach.
Findings
According to the results, confirmation, perceived usefulness (PU) and enjoyment positively influence satisfaction. PU, enjoyment, satisfaction and social influence affect attitude, while the result failed to confirm the association between perceived ease of use and attitude. Furthermore, PU, attitude and habit are strong determinants of users’ continuance intention. Moreover, continuance intention was not predicted by users’ satisfaction and social influence.
Practical implications
The findings provide directions for developers and marketers of gamified task manager apps. Besides the technological and functional benefits of applications, they should also consider social, hedonic and individual factors in the designing and marketing stages.
Originality/value
This study extends the literature by assessing the determinants of continuous intention to use gamified task manager apps; and extending the TCT in the context of gamification by incorporating three contextual factors, namely, perceived enjoyment, social influence and habit.