Author:
Foroughi Behzad,Iranmanesh Mohammad,Kuppusamy Mahaletchimi,Ganesan Yuvaraj,Ghobakhloo Morteza,Senali Madugoda Gunaratnege
Abstract
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.
Subject
Library and Information Sciences,Computer Science Applications
Reference114 articles.
1. The implementation of gamification in massive open online courses (MOOC) platform,2018
2. Application of gamification to library services: Awareness, perception, and readiness of academic librarians in Nigeria;The Electronic Library,2021
3. Determinants of consumer acceptance of mobile healthcare devices: an application of the concepts of technology acceptance and coolness;Telematics and Informatics,2022
4. Individuals’ intention to use sports wearables: the moderating role of technophobia;International Journal of Sports Marketing and Sponsorship,2020
5. Effect of gratification on user attitude and continuance use of mobile payment services: a developing country context;Journal of Systems and Information Technology,2020
Cited by
10 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献