Investigating the adoption intention of gamification apps on mobile services

Tony Cheng-Kui Huang, Shin-Horng Chen, Ya-Wen Lee
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引用次数: 2

Abstract

Previous studies exploring adoption in the field of management information systems have focused on the objects of information systems or information technologies. However, since the popularity of smart phones has led to the usage of apps, limited investigations have attempted to understand the usage intention of apps. In this study, a research model is proposed to comprehend how users perceive and adopt a gamification app in the initial adoption phase of the information system life cycle. Since there are various topics within gamification services, we only pinpoint one popular type of service, exercise, as the research subject. The investigation involving 173 usable subjects was conducted to evaluate the model by using structural equation modelling. The result demonstrates that our proposed model explains 56.7% of the variance. The findings have interesting implications with respect to the initial usage of exercise gamification apps, both for researchers and practitioners.
调查移动服务中游戏化应用的采用意向
以前在管理信息系统领域探索采用的研究主要集中在信息系统或信息技术的对象上。然而,由于智能手机的普及导致了应用程序的使用,有限的调查试图了解应用程序的使用意图。在本研究中,提出了一个研究模型来理解用户如何在信息系统生命周期的初始采用阶段感知和采用游戏化应用程序。由于游戏化服务有各种各样的主题,我们只确定了一种流行的服务类型,锻炼,作为研究主题。采用结构方程模型对173名可用被试进行了评价。结果表明,我们提出的模型解释了56.7%的方差。对于研究人员和实践者来说,这些发现对于锻炼游戏化应用程序的初始使用有着有趣的影响。
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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