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Investigating the adoption intention of gamification apps on mobile services
International Journal of Mobile Communications ( IF 0.7 ) Pub Date : 2020-01-01 , DOI: 10.1504/ijmc.2020.10019957
Shin Horng Chen , Ya Wen Lee , Tony Cheng Kui Huang

Previous studies exploring adoption in the field of management information systems have focused on the objects of information systems or information technologies. However, since the popularity of smart phones has led to the usage of apps, limited investigations have attempted to understand the usage intention of apps. In this study, a research model is proposed to comprehend how users perceive and adopt a gamification app in the initial adoption phase of the information system life cycle. Since there are various topics within gamification services, we only pinpoint one popular type of service, exercise, as the research subject. The investigation involving 173 usable subjects was conducted to evaluate the model by using structural equation modelling. The result demonstrates that our proposed model explains 56.7% of the variance. The findings have interesting implications with respect to the initial usage of exercise gamification apps, both for researchers and practitioners.

中文翻译:

调查游戏化应用在移动服务上的采用意图

先前探索在管理信息系统领域中采用的研究集中在信息系统或信息技术的对象上。但是,由于智能手机的普及导致应用程序的使用,因此有限的调查试图了解应用程序的使用意图。在这项研究中,提出了一个研究模型来理解用户在信息系统生命周期的初始采用阶段如何感知和采用游戏化应用程序。由于游戏化服务中包含各种主题,因此我们仅将一种流行的服务类型-锻炼作为研究对象。进行了涉及173名可用受试者的调查,以通过使用结构方程建模对模型进行评估。结果表明,我们提出的模型可以解释56.7%的方差。
更新日期:2020-01-01
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