Main Article Content
Abstract
Purpose – The aim of this study is to shed light on the factors influencing continued use, attitude, and satisfaction with gamified mobile app usage. A research model is proposed, featuring achievement, social, confirmation, ease of use, enjoyment, recognition, and social influence as independent variables. Dependent variables encompass continued use, attitude, satisfaction, motivation, and usefulness.
Design/methodology/approach – Data were collected from 1,633 respondents who use gamified shopping apps. Hypothesis testing was conducted using path analysis, and the Bootstrapping method was used to test the significance level of each relationship.
Findings – Results indicate that achievement and social factors have a positive impact on motivation. Motivation, confirmation, and usefulness all positively influence satisfaction. Usefulness is shaped by confirmation and ease of use. Moreover, usefulness, ease of use, and social influence positively correlate with attitude and continued use. Contrarily, neither enjoyment nor recognition appeared to influence attitude or continued use.
Research limitations/implications – This study did not incorporate frequency and personal traits into the model. While the results are particularly relevant to shopping apps, their applicability may extend beyond this context. Future research could consider frequency and personal characteristics as moderating variables and sample objects from varied industries.
Practical implications – When developing gamification strategies, businesses ought to take into account both utilitarian and social aspects of gamification. It's vital to understand user expectations, prioritize user-friendly gamification interfaces, and promote positive word-of-mouth.
Originality/value – This research enriches both the gamification and marketing literature by introducing a model grounded in gamification elements, human motivation theory, and the expectation-confirmation paradigm. It underscores the pivotal role of utilitarian and social facets in shaping usefulness, motivation, satisfaction, attitude, and continued app use. Notably, this work paves the way for further exploration into the roles of enjoyment and recognition.
Keywords
Article Details
Copyright (c) 2024 Sahid Susilo Nugroho
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References
Abeer, W., & Miri, B. (2014). Students' Preferences and Views about Learning in a MOOC. Procedia - Social and Behavioral Sciences, 152, 318–323. https://doi.org/10.1016/j.sbspro.2014.09.203
Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179–211. https://doi.org/10.1016/0749-5978(91)90020-T
Alraimi, K. M., Zo, H., & Ciganek, A. P. (2015). Understanding the MOOCs continuance: The role of openness and reputation. Computers and Education, 80, 28–38. https://doi.org/10.1016/j.compedu.2014.08.006
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009
Aparicio, M., Oliveira, T., Bacao, F., & Painho, M. (2019). Gamification: A key determinant of massive open online course (MOOC) success. Information and Management, 56(1), 39–54. https://doi.org/10.1016/j.im.2018.06.003
Atkinson, M., & Kydd, C. (1997). Individual Characteristics Associated with World Wide Web Use: An Empirical Study of Playfulness and Motivation. The Data Base for Advance in Information Systems, 28(2), 53–62.
Aydınlıyurt, E. T., Taskın, N., Scahill, S., & Toker, A. (2021). Continuance intention in gamified mobile applications: A study of behavioral inhibition and activation systems. International Journal of Information Management, 61, 102414.
Bhattacherjee, A. (2001). An empirical analysis of the antecedents of electronic commerce service continuance. Decision Support Systems, 32(2), 201–214. https://doi.org/10.1016/S0167-9236(01)00111-7
Cheung, C. M. K., Chiu, P. Y., & Lee, M. K. O. (2011). Online social networks: Why do students use Facebook? Computers in Human Behavior, 27(4), 1337–1343.
Chiu, C. M., Hsu, M. H., & Wang, E. T. G. (2006). Understanding knowledge sharing in virtual communities: An integration of social capital and social cognitive theories. Decision Support Systems, 42(3), 1872–1888. https://doi.org/10.1016/j.dss.2006.04.001
Cho, M. H., & Heron, M. L. (2015). Self-regulated learning: the role of motivation, emotion, and use of learning strategies in students' learning experiences in a self-paced online mathematics course. Distance Education, 36(1), 80–99. https://doi.org/10.1080/01587919.2015.1019963
Davis, F. D. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, 13(3), 319–340. https://doi.org/10.2307/249008
Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668. https://doi.org/10.1037/0033-2909.125.6.627
Fan, J., & Wang, Z. (2020). The impact of gamified interaction on mobile learning APP users' learning performance: the moderating effect of users' learning style. Behaviour and Information Technology, 1–14. https://doi.org/10.1080/0144929X.2020.1787516
Fishbein, M., & Ajzen, I. (1975). Attitude Formation. In Belief, attitude, intention, and behavior: An introduction to the theory and research. (pp. 216–287). Reading, MA: Addison-Wesley.
Ghazali, E., Mutum, D. S., & Woon, M. Y. (2019). Exploring player behavior and motivations to continue playing Pokémon GO. Information Technology and People, 32(3), 646–667. https://doi.org/10.1108/ITP-07-2017-0216
Ha, I., Yoon, Y., & Choi, M. (2007). Determinants of adoption of mobile games under mobile broadband wireless access environment. Information and Management, 44(3), 276–286. https://doi.org/10.1016/j.im.2007.01.001
Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International Journal of Information Management, 35(4), 419–431. https://doi.org/10.1016/j.ijinfomgt.2015.04.006
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification. 2014 47th Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377
Henseler, J., Hubona, G., & Ray, P. A. (2016). Using PLS path modeling in new technology research: Updated guidelines. Industrial Management and Data Systems, 116(1), 2–20. https://doi.org/10.1108/IMDS-09-2015-0382
Henseler, J., Ringle, C. M., & Sarstedt, M. (2016). Testing measurement invariance of composites using partial least squares. International Marketing Review, 33(3), 405–431. https://doi.org/10.1108/IMR-09-2014-0304
Henseler, J., Ringle, C. M., & Sinkovics, R. R. (2009). The use of partial least squares path modeling in international marketing. Advances in International Marketing, 20, 277–319. https://doi.org/10.1108/S1474-7979(2009)0000020014
Hernandez, B., Montaner, T., Sese, F. J., & Urquizu, P. (2011). The role of social motivations in e-learning: How do they affect usage and success of ICT interactive tools? Computers in Human Behavior, 27(6), 2224–2232. https://doi.org/10.1016/j.chb.2011.07.001
Hsu, C. L., Chen, Y. C., Yang, T. N., & Lin, W. K. (2017). Do website features matter in an online gamification context? Focusing on the mediating roles of user experience and attitude. Telematics and Informatics, 34(4), 196–205. https://doi.org/10.1016/j.tele.2017.01.009
Hsu, C. L., & Lin, J. C. C. (2008). Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation. Information and Management, 45(1), 65–74. https://doi.org/10.1016/j.im.2007.11.001
Hsu, C. L., & Lu, H. P. (2004). Why do people play online games? An extended TAM with social influences and flow experience. Information and Management, 41(7), 853–868. https://doi.org/10.1016/j.im.2003.08.014
Huang, C. K., Chen, C. der, & Liu, Y. T. (2019). To stay or not to stay? Discontinuance intention of gamification apps. Information Technology and People, 32(6), 1423–1445. https://doi.org/10.1108/ITP-08-2017-0271
Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21–31. https://doi.org/10.1007/s12525-015-0212-z
Hwang, J., & Choi, L. (2020). Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty. Journal of Business Research, 106, 365–376. https://doi.org/10.1016/j.jbusres.2019.01.031
Kim, K., & Ahn, S. J. G. (2017). Rewards that undermine customer loyalty? A motivational approach to loyalty programs. Psychology and Marketing, 34(9), 842–852. https://doi.org/10.1002/mar.21026
Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
Li, M., Chau, P. Y. K., & Ge, L. (2021). Meaningful gamification for psychological empowerment: exploring user affective experience mirroring in a psychological self-help system. Internet Research, 31(1), 11–58. https://doi.org/10.1108/INTR-02-2020-0094
Lin, H.-F. (2008). Determinants of successful virtual communities: Contributions from system characteristics and social factors. Information and Management, 45(8), 522–527.
Lin, X., Featherman, M., & Sarker, S. (2017). Understanding factors affecting users' social networking site continuance: A gender difference perspective. Information and Management, 54(3), 383–395. https://doi.org/10.1016/j.im.2016.09.004
Liu, H., Lobschat, L., Verhoef, P. C., & Zhao, H. (2019). App Adoption: The Effect on Purchasing of Customers Who Have Used a Mobile Website Previously. Journal of Interactive Marketing, 47, 16–34. https://doi.org/10.1016/j.intmar.2018.12.001
Liu, Y., Wang, M., Huang, D., Huang, Q., Yang, H., & Li, Z. (2019). The impact of mobility, risk, and cost on the users' intention to adopt mobile payments. Information Systems and E-Business Management, 17(2–4), 319–342. https://doi.org/10.1007/s10257-019-00449-0
Oinas-Kukkonen, H., & Harjumaa, M. (2008). A Systematic Framework for Designing and Evaluating Persuasive Systems. In H. Oinas-Kukkonen, P. Hasle, M. Harjumaa, K. Segerståhl, & P. Øhrstrøm (Eds.), PERSUASIVE 2008: Persuasive Technology (pp. 164–176). Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-540-68504-3_15
Orji, R. (2014). Exploring the Persuasiveness of Behavior Change Support Strategies and Possible Gender Differences. Second International Workshop on Behavior Change Support Systems (BCSS 2014), 41–57. https://www.researchgate.net/publication/263236702_Exploring_the_Persuasiveness_of_Behavior_Change_Support_Strategies_and_Possible_Gender_Differences
Ortega-Arranz, A., Kalz, M., & Martínez-Monés, A. (2018). Creating engaging experiences in MOOCs through in-course redeemable rewards. 2018 IEEE Global Engineering Education Conference (EDUCON), 1875–1882. https://doi.org/10.1109/EDUCON.2018.8363464
Preece, J. (2001). Sociability and usability in online communities: Determining and measuring success. Behaviour and Information Technology, 20(5), 347–356. https://doi.org/10.1080/01449290110084683
Raman, P. (2020). Examining the importance of gamification, social interaction and perceived enjoyment among young female online buyers in India. Young Consumers, 22(3), 387–412. https://doi.org/10.1108/YC-05-2020-1148
Rapp, A., Hopfgartner, F., Hamari, J., Linehan, C., & Cena, F. (2019). Strengthening gamification studies: Current trends and future opportunities of gamification research. International Journal of Human-Computer Studies, 127, 1–6. https://doi.org/10.1016/j.ijhcs.2018.11.007
Rohan, R., Pal, D., Funilkul, S., Chutimaskul, W., & Eamsinvattana, W. (2021). How Gamification Leads to Continued Usage of MOOCs? A Theoretical Perspective. IEEE Access, 9, 108144–108161. https://doi.org/10.1109/ACCESS.2021.3102293
Takahashi, D. (2011). By 2015, 50 percent of companies will embrace gamification, Gartner says. Venturebeat. https://venturebeat.com/games/by-2015-50-percent-of-companies-will-embrace-gamification-gartner-says/
van der Heijden, H. (2004). User Acceptance of Hedonic Information Systems. MIS Quarterly, 28(4), 695–704. https://www.jstor.org/stable/25148660?seq=1&cid=pdf-
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