Toward a meaningful experience: an explanation of the drivers of the continued usage of gamified mobile app services

Fei Zhou, Jian Mou, Jongki Kim
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引用次数: 10

Abstract

PurposeThis study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS). Therefore, this research explores the influencing mechanism by which gamified IS (immersive-related interaction, achievement-related interaction, and social-related interaction) impacts users' perceived benefits and continuance intention.Design/methodology/approachIn this research, 367 users of Ant Forest are investigated in two waves through random sampling and the use of a structural equation model with SmartPLS 3.0 software.FindingsThe research results reveal the following: (1) both achievement-related interaction and social-related interaction can affect the user's continuance intention, while the direct impact of immersive-related interaction on the user's continuance intention is not supported; (2) users' perceived self-benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention; and (3) perceived social benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention.Originality/valueThis study supports the retention effects of gamification design on users' continuance intention by evocating users' dual perceived benefits.
走向有意义的体验:解释持续使用游戏化移动应用服务的驱动因素
目的本研究认为,要驱动用户的持续使用行为,必须满足他们在使用信息系统(is)时对有意义体验的渴望。因此,本研究探讨了游戏化IS(沉浸相关交互、成就相关交互和社交相关交互)对用户感知利益和持续意愿的影响机制。在本研究中,通过随机抽样和使用SmartPLS 3.0软件的结构方程模型,分两波对367名蚂蚁森林用户进行了调查。研究结果表明:(1)成就相关交互和社交相关交互都能影响用户的延续意愿,而沉浸相关交互对用户的延续意愿没有直接影响;(2)用户感知的自我利益充分中介了成就相关交互和社会相关交互与用户延续意愿之间的关系;(3)感知社会利益充分中介了成就相关交互、社会相关交互与用户继续意愿之间的关系。原创性/价值本研究通过唤起用户的双重感知利益来支持游戏化设计对用户继续意愿的留存效应。
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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