Fit and Viable Determinants of Gamification in Christian Religious Studies in Developing Economy Context

Author:

Akuetteh Alfred Patterson1,Kolog Emmanuel Awuni1,Boateng Richard2,Egala Sulemana Bankuoru3

Affiliation:

1. https://dx.doi.org/293415University of Ghana Business School, Department of Operations and mis, Legon, Accra, Ghana

2. https://dx.doi.org/293415University of Ghana Business School, Department of Operations and mis, Legon, Accra Ghana

3. https://dx.doi.org/362695SD Dombo University of Business and Integrated Development Studies (UBIDS), Department of Informatics, Faculty of ict, Wa, Ghana

Abstract

Abstract Gamification has been utilized in bible applications for religious learning activities to create excitement and encourage positive behavioral outcomes. However, there is a noticeable gap in the effectiveness and viability of gamified bible applications, particularly among Ghanaian Christian faiths. In this study, we explored the fit and viability of gamification in Christian religious studies. Based on the Fit-Viability Theory, we analyzed data from 432 respondents from various Christian denominations in Ghana using structural equation modelling. Our findings revealed that Task and Technology Characteristics, Economic, Organizational, and individual Christian Doctrines significantly influence the adoption and use of gamified Bible applications in a developing country context.

Publisher

Brill

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