Determinants of continuance intention to use gamification applications for task management: an extension of technology continuance theory

B. Foroughi, M. Iranmanesh, Mahaletchimi Kuppusamy, Y. Ganesan, M. Ghobakhloo, Madugoda Gunaratnege Senali
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引用次数: 3

Abstract

Purpose Gamification applications (apps) are gaining great attention in many contexts and have grown increasingly. Despite their significant role in many settings, prior research mainly focused on initial adoption, and there are limited studies on the post-adoption stage. This study aims to explore the factors influencing individuals’ continuance intention to use gamified task manager apps, drawing on the technology continuance theory (TCT) by integrating enjoyment, habit and social influence. Design/methodology/approach Data were obtained from 318 Malaysian who had prior experience with task management gamified apps and analysed with the partial least squares approach. Findings According to the results, confirmation, perceived usefulness (PU) and enjoyment positively influence satisfaction. PU, enjoyment, satisfaction and social influence affect attitude, while the result failed to confirm the association between perceived ease of use and attitude. Furthermore, PU, attitude and habit are strong determinants of users’ continuance intention. Moreover, continuance intention was not predicted by users’ satisfaction and social influence. Practical implications The findings provide directions for developers and marketers of gamified task manager apps. Besides the technological and functional benefits of applications, they should also consider social, hedonic and individual factors in the designing and marketing stages. Originality/value This study extends the literature by assessing the determinants of continuous intention to use gamified task manager apps; and extending the TCT in the context of gamification by incorporating three contextual factors, namely, perceived enjoyment, social influence and habit.
在任务管理中使用游戏化应用的意图:技术延续理论的延伸
游戏化应用程序(app)在许多情况下都得到了极大的关注,并且发展得越来越快。尽管它们在许多情况下发挥着重要作用,但先前的研究主要集中在最初的收养上,而对收养后阶段的研究有限。本研究旨在运用技术延续理论(TCT),整合享受、习惯和社会影响,探讨个体使用游戏化任务管理器应用程序的延续意愿的影响因素。设计/方法/方法数据来自318名具有任务管理游戏化应用程序经验的马来西亚人,并使用偏最小二乘法进行分析。结果表明,确认、感知有用性和享受正向影响满意度。PU、享受、满意度和社会影响力对态度有影响,而感知易用性与态度之间的关系未得到证实。此外,PU、态度和习惯是用户继续使用意愿的重要决定因素。用户满意度和社会影响对继续意向没有预测作用。研究结果为游戏化任务管理器应用的开发者和营销人员提供了指导。除了应用程序的技术和功能效益外,他们还应该在设计和营销阶段考虑社会,享乐和个人因素。原创性/价值本研究通过评估持续使用游戏化任务管理器应用程序的决定因素来扩展文献;在游戏化背景下,通过融入感知享受、社会影响和习惯这三个背景因素来扩展TCT。
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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