Research on the Influence Mechanism of Gamification Elements on Users' Willingness to Continue Using in Interest-based Virtual Communities ‐‐ Based on ECM-ISC Model

Yuanyue Feng, Zhenwei Liu, Weijian Qian, Minli Guo, Jiali Chen
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引用次数: 5

Abstract

Gamification refers to the inclusion of game design elements into non-game environment, which has been widely used in medical health, education and training, marketing activities and other aspects, and can promote users' willingness to continue to participate. At the same time, as an important marketing tool for enterprises, virtual community undertakes the functions of building communication and interaction platform, sharing and releasing information, and improving brand loyalty. With the intensification of virtual community competition among brands, how to improve the users' willingness to continue to participate is the key to the development of virtual community of brands. Firstly, based on the relevant research, this paper constructs a relationship model of gamification elements of virtual community on the intention of continuous use based on the theory of expectation confirmation and Expectation Confirmation Model of IS Continuance (ECM-ISC). Then we collected data through questionnaires, tested the reliability and validity, and used Smartpls to test the model and hypothesis. The results show that, two gamification elements (social and immersive elements) positively influence expectation confirmation and perceived usefulness, which in turn, positively affect user's satisfaction and continuance intention. At the end of this paper, the paper proposes some reasonable suggestions contributing to the development of virtual community and gamification, as well as indicating the direction of future research.
基于兴趣的虚拟社区中游戏化元素对用户继续使用意愿的影响机制研究——基于ECM-ISC模型
游戏化是指将游戏设计元素融入非游戏环境中,已广泛应用于医疗健康、教育培训、营销活动等方面,并能促进用户持续参与的意愿。同时,虚拟社区作为企业重要的营销工具,承担着搭建沟通互动平台、分享发布信息、提高品牌忠诚度等功能。随着品牌间虚拟社区竞争的加剧,如何提高用户的持续参与意愿是品牌虚拟社区发展的关键。首先,在相关研究的基础上,基于期望确认理论和IS连续性期望确认模型(ECM-ISC)构建了虚拟社区游戏化要素对持续使用意愿的关系模型。然后我们通过问卷收集数据,检验信度和效度,并使用Smartpls对模型和假设进行检验。结果表明,两个游戏化元素(社交元素和沉浸元素)正向影响期望确认和感知有用性,进而正向影响用户满意度和继续意愿。在本文的最后,本文提出了一些有助于虚拟社区和游戏化发展的合理建议,并指出了未来的研究方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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