Understanding the postadoption use of gamified learning systems against the conflicting role of the game layer

IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
Han Li , Xin (Robert) Luo , Paul Benjamin Lowry , Jie Zhang
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引用次数: 0

Abstract

Gamification is driving widespread application adoption, with a $70.4 billion projected market by 2030. However, the consequences of gamification on sustained use beyond initial adoption remain largely unclear. This study explores how the game layer may induce psychological fatigue and hinder continued use, particularly in learning systems. Drawing on self-determination theory and cognitive load theory, we analyzed the perceptions of 307 Duolingo users. The results reveal mixed impacts of the game layer on postadoption usage, influenced by gaming motivation and perceived learning complexity. This research underscores the nuanced effects of gamification and offers insights for improving gamified learning system design.
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来源期刊
Information & Management
Information & Management 工程技术-计算机:信息系统
CiteScore
17.90
自引率
6.10%
发文量
123
审稿时长
1 months
期刊介绍: Information & Management is a publication that caters to researchers in the field of information systems as well as managers, professionals, administrators, and senior executives involved in designing, implementing, and managing Information Systems Applications.
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