Online Information Review ( IF 3.1 ) Pub Date : 2021-06-28 , DOI: 10.1108/oir-10-2020-0464 Fei Zhou 1 , Jian Mou 2 , Jongki Kim 2
Purpose
This study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS). Therefore, this research explores the influencing mechanism by which gamified IS (immersive-related interaction, achievement-related interaction, and social-related interaction) impacts users' perceived benefits and continuance intention.
Design/methodology/approach
In this research, 367 users of Ant Forest are investigated in two waves through random sampling and the use of a structural equation model with SmartPLS 3.0 software.
Findings
The research results reveal the following: (1) both achievement-related interaction and social-related interaction can affect the user's continuance intention, while the direct impact of immersive-related interaction on the user's continuance intention is not supported; (2) users' perceived self-benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention; and (3) perceived social benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention.
Originality/value
This study supports the retention effects of gamification design on users' continuance intention by evocating users' dual perceived benefits.
中文翻译:
迈向有意义的体验:解释游戏化移动应用服务持续使用的驱动因素
目的
本研究认为,为了推动用户的持续使用行为,有必要满足他们在使用信息系统 (IS) 时对有意义体验的渴望。因此,本研究探讨了游戏化IS(沉浸式相关交互、成就相关交互和社交相关交互)对用户感知利益和持续意图的影响机制。
设计/方法/方法
在这项研究中,通过随机抽样和使用 SmartPLS 3.0 软件的结构方程模型,分两波对蚂蚁森林的 367 名用户进行了调查。
发现
研究结果表明:(1)成就相关交互和社交相关交互都会影响用户的持续意向,但不支持沉浸式相关交互对用户持续意向的直接影响;(2) 用户感知的自我利益在成就互动与社交互动与用户持续意愿之间充分中介;(3) 感知社会效益在成就相关互动和社会相关互动与用户持续意愿之间完全中介。
原创性/价值
本研究通过唤起用户的双重感知利益来支持游戏化设计对用户持续意图的保留效果。