Factors Influencing Continuous Intention to Use of Branded APP - The Perspectives of Gamification and Psychological Contract

Author:

Yang Shu-Chen1ORCID,Wu Yu-Wei1ORCID,Chiu Tzu-Hua1ORCID

Affiliation:

1. Department of Information Management, National University of Kaohsiung, Taiwan

Publisher

ACM

Reference34 articles.

1. Abid A. & Harrigan P. (2020). An exploration of social media-enabled voter relationships through uses and gratifications theory psychological contract and service-dominant orientation. Australasian Marketing Journal (AMJ)  28(2) 71-82.

2. Examining consumers' continuous usage of multichannel retailers' mobile applications;Al-Nabhani K.;Psychol Mark,2022

3. Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS quarterly, 319-340.

4. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).

5. Deterding, S. (2012). Gamification: designing for motivation. interactions, 19(4), 14-17.

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