影响移动应用程序持续使用、态度和满意度的游戏化因素

S. Nugroho
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引用次数: 0

摘要

目的--本研究旨在揭示影响持续使用游戏化手机应用的因素、态度和满意度。本研究提出了一个研究模型,将成就感、社交、确认、易用性、乐趣、认可度和社会影响作为自变量。因变量包括持续使用、态度、满意度、动机和实用性。设计/方法/途径 - 数据收集自 1633 名使用游戏化购物应用程序的受访者。使用路径分析进行假设检验,并使用 Bootstrapping 方法检验每种关系的显著性水平。结果 - 结果表明,成就和社会因素对动机有积极影响。动机、确认和有用性都对满意度产生积极影响。有用性受确认和易用性的影响。此外,有用性、易用性和社会影响与态度和持续使用呈正相关。研究局限/意义 - 本研究没有将频率和个人特征纳入模型。虽然研究结果与购物应用程序特别相关,但其适用性可能超出这一范围。实践意义 - 在制定游戏化战略时,企业应考虑到游戏化的功利性和社会性。原创性/价值--这项研究引入了游戏化元素、人类动机理论和期望确认范式,丰富了游戏化和市场营销方面的文献。它强调了功利性和社会性在形成实用性、动机、满意度、态度和持续使用应用程序方面的关键作用。值得注意的是,这项工作为进一步探索乐趣和认可的作用铺平了道路。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification aspects affecting mobile app continued use, attitude, and satisfaction
Purpose – The aim of this study is to shed light on the factors influencing continued use, attitude, and satisfaction with gamified mobile app usage. A research model is proposed, featuring achievement, social, confirmation, ease of use, enjoyment, recognition, and social influence as independent variables. Dependent variables encompass continued use, attitude, satisfaction, motivation, and usefulness.Design/methodology/approach – Data were collected from 1,633 respondents who use gamified shopping apps. Hypothesis testing was conducted using path analysis, and the Bootstrapping method was used to test the significance level of each relationship.Findings – Results indicate that achievement and social factors have a positive impact on motivation. Motivation, confirmation, and usefulness all positively influence satisfaction. Usefulness is shaped by confirmation and ease of use. Moreover, usefulness, ease of use, and social influence positively correlate with attitude and continued use. Contrarily, neither enjoyment nor recognition appeared to influence attitude or continued use.Research limitations/implications – This study did not incorporate frequency and personal traits into the model. While the results are particularly relevant to shopping apps, their applicability may extend beyond this context. Future research could consider frequency and personal characteristics as moderating variables and sample objects from varied industries.Practical implications – When developing gamification strategies, businesses ought to take into account both utilitarian and social aspects of gamification. It's vital to understand user expectations, prioritize user-friendly gamification interfaces, and promote positive word-of-mouth.Originality/value – This research enriches both the gamification and marketing literature by introducing a model grounded in gamification elements, human motivation theory, and the expectation-confirmation paradigm. It underscores the pivotal role of utilitarian and social facets in shaping usefulness, motivation, satisfaction, attitude, and continued app use. Notably, this work paves the way for further exploration into the roles of enjoyment and recognition.
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