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Understanding Continuance Intention toward Crowdsourcing Games: A Longitudinal Investigation
International Journal of Human-Computer Interaction ( IF 4.7 ) Pub Date : 2020-02-12 , DOI: 10.1080/10447318.2020.1724010
Xiaohui Wang 1 , Dion Hoe-Lian Goh 2 , Ee-Peng Lim 3
Affiliation  

Given the increasing popularity of gamified crowdsourcing, the study reported here involved examining determinants of users' continuance intention toward crowdsourcing games, both with longitudinal data and reference to a revised unified theory of acceptance and use of technology (UTAUT). At three time points, data were collected from an online survey about playing crowdsourcing games. Time-lagged regression, cross-temporal correlation, and structural equation modeling were performed to examine determinants of the acceptance of crowdsourcing games. Results indicate that the revised UTAUT2 is applicable to explaining the acceptance of crowdsourcing games. Not only did effort expectancy, hedonic motivation, and social influence directly affect users’ continuance intention toward crowdsourcing games, but time-based variations also emerged in users’ perceptions and acceptance of the games and in how their perceptions affect their acceptance. The findings answer the call for a context-specific acceptance model and the identification of factors of adopting gamification.



中文翻译:

了解对众包游戏的持续意图:一项纵向调查

鉴于游戏化众包的日益普及,此处的研究报告涉及通过纵向数据并参考经修订的技术接受与使用统一理论(UTAUT)来检查用户对众包游戏的持续意愿的决定因素。在三个时间点,从有关玩众包游戏的在线调查中收集了数据。进行了时滞回归,跨时间相关性和结构方程建模,以检验众包游戏接受性的决定因素。结果表明,修订后的UTAUT2适用于解释众包游戏的接受程度。期望工作量,享乐动机和社会影响力不仅直接影响了用户对众包游戏的持续意愿,但是基于时间的变化也出现在用户对游戏的感知和接受度以及他们的感知如何影响游戏接受度方面。这些发现满足了针对特定上下文的接受模型以及确定采用游戏化的因素的呼吁。

更新日期:2020-02-12
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