Determinants of continuance intention to use gamification applications for task management: an extension of technology continuance theory.
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...
| Published in: | Electronic Library Vol. 41; no. 2/3; pp. 286 - 308 |
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| Main Authors: | , , , , , |
| Format: | research tables/charts Journal Article |
| Published: |
Emerald Publishing Limited
2023
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| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=163890529&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 163890529 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02640473 2OJ jtl: Electronic Library issn: 02640473 maglogo: N pubinfo: dt: 2023 vid: 41 iid: 2/3 pid: 465 pub: Emerald Publishing Limited artinfo: ui: 163890529 163890529 163890529 10.1108/EL-05-2022-0108 163890529 ppf: 286 ppct: 22 formats: tig: atl: Determinants of continuance intention to use gamification applications for task management: an extension of technology continuance theory. aug: au: Foroughi, Behzad Iranmanesh, Mohammad Kuppusamy, Mahaletchimi Ganesan, Yuvaraj Ghobakhloo, Morteza Senali, Madugoda Gunaratnege affil: Department of International Business Administration, I-Shou University, Kaohsiung, Taiwan sug: subj: Gamification Utilization Technology Utilization Intention Evaluation Task Performance and Analysis Mobile Applications Utilization Personal Satisfaction Human Malaysia Attitude Evaluation Surveys Questionnaires Multivariate Analysis Descriptive Statistics Conceptual Framework ab: 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. pubtype: Academic Journal doctype: research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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