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Investigating the adoption intention of gamification apps on mobile services

机译:调查在移动服务上的游戏应用程序的采用意图

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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.
机译:以前的研究探索管理信息系统领域的采用专注于信息系统或信息技术的对象。但是,由于智能手机的普及导致应用程序的使用,有限的调查试图了解应用程序的使用意图。在这项研究中,提出了一个研究模式,以了解用户如何在信息系统生命周期的初始采用阶段中感知和采用游戏处理应用程序。由于Gamification Services中有各种主题,因此我们只针对一个流行的服务,锻炼,作为研究主题。进行了涉及173个可用受试者的调查,以使用结构方程模型来评估模型。结果表明,我们的拟议模型解释了差异的56.7%。该研究结果对研究人员和从业者的初步使用运动游戏化应用程序的初步影响有趣。

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