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To stay or not to stay? Discontinuance intention of gamification apps

机译:留下还是不留下?

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Purpose As the application of gamification is gaining great attention and has grown increasingly, thousands of these applications can be easily obtained from mobile phone stores, thus causing intensified competition and discontinuance of use accordingly. Besides, though understanding what factors influence the discontinuance of use of information systems (ISs) is critical for theoretical as well as practical reasons, studies pertaining to the saliency of the final phase, termination of an IS, are still limited. As such, the purpose of this paper is to propose a holistic view to fulfill the above-mentioned research gaps based on the expectation-confirmation model with other salient factors such regret, habit and gamification app values. Design/methodology/approach The context of a fitness gamification app is investigated. A total of 210 valid responses were received, and structural equation modeling was applied for data analysis. Findings The findings of this paper are as follows: among all factors influencing discontinuance intention, regret is the strongest, habit is second and gamification is third; among all factors affecting user satisfaction, gamification app value is the strongest, confirmation is second, perceived usefulness (PU) and perceived ease of use are third and regret is the last one; for factors influencing users' habits, satisfaction is the strongest, following by PU and frequency of prior use; confirmation negatively influences the degree of regret; and confirmation positively influences PU. Originality/value This study highlights the important determinants influencing users' discontinuance intentions in the context of gamification apps by incorporating two overlooked factors, regret and habit. Besides, this study suggests that app designers can not only increase user's perceived value through external cooperation with other alternatives, but can be through internal enhancement with diverse services development as well.
机译:目的随着游戏化的应用受到越来越多的关注和增长,可以轻松地从手机商店中获得成千上万种这样的应用,从而导致竞争加剧和使用中断。此外,尽管了解什么因素影响信息系统(ISs)的使用中断对于理论和实践原因都是至关重要的,但有关最终阶段显着性,IS终止的研究仍然有限。因此,本文的目的是基于期望-确认模型以及其他重要因素(例如遗憾,习惯和游戏化应用程序的价值),提出一个整体观点来弥补上述研究空白。设计/方法/方法研究健身游戏应用程序的上下文。总共收到210个有效响应,并将结构方程模型应用于数据分析。研究结果本文的研究结果如下:在影响终止意愿的所有因素中,后悔最强烈,习惯第二,游戏化第三。在影响用户满意度的所有因素中,游戏化应用程序的价值最强,确认性是第二位,感知的实用性(PU)和感知的易用性是第三位,后悔是最后一个;对于影响用户习惯的因素,满意度最高,其次是PU和先前使用的频率;确认会对后悔的程度产生负面影响;确认对PU产生积极影响。原创性/价值这项研究通过结合两个被忽略的因素(遗憾和习惯),突出了在游戏化应用程序中影响用户停止使用意图的重要决定因素。此外,这项研究表明,应用程序设计人员不仅可以通过与其他替代方案的外部合作来增加用户的感知价值,而且还可以通过内部多样化的服务开发来增强用户的感知价值。

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