2023
DOI: 10.1108/el-05-2022-0108
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Determinants of continuance intention to use gamification applications for task management: an extension of technology continuance theory

Abstract: Purpose Gamification applications (apps) are gaining great attention in many contexts and have grown increasingly. Despite their significant role in many settings, prior research mainly focused on initial adoption, and there are limited studies on the post-adoption stage. This study aims to explore the factors influencing individuals’ continuance intention to use gamified task manager apps, drawing on the technology continuance theory (TCT) by integrating enjoyment, habit and social influence. Design/methodo… Show more

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Cited by 12 publications
(4 citation statements)
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“…Thus, "efficiency and convenience of mobile shopping" amplify consumer satisfaction [11]. Other studies have examined the effect of usefulness on satisfaction in m-commerce contexts [35], confirming the positive relationship between these two concepts [13,31,36,37,[41][42][43]. Thus, we propose the following:…”
Section: Hypotheses Developmentsupporting
confidence: 74%
“…Thus, "efficiency and convenience of mobile shopping" amplify consumer satisfaction [11]. Other studies have examined the effect of usefulness on satisfaction in m-commerce contexts [35], confirming the positive relationship between these two concepts [13,31,36,37,[41][42][43]. Thus, we propose the following:…”
Section: Hypotheses Developmentsupporting
confidence: 74%
“…Yuan et al (2019) suggest that the relationship between visitor participation and intention to continue is caused by satisfaction. It has been confirmed by Foroughi et al (2023) that a satisfying experience when contributing can lead to the continuance intention. Customers' and consumers' connection to a brand may influence satisfaction and brand loyalty.…”
Section: Resultsmentioning
confidence: 83%
“…Previous research infers that game design can play an instrumental role in conveying information, thus influencing consumers' attitudes and being an important determinant of their continued use of that payment service (Rodrigues et al, 2017). Foroughi et al (2023) discuss that gamification provides an exciting experience that increases consumers' attitudes toward using gamified applications. Appropriately, previous research supports our argument that the continued use intentions of m-wallets can be more effectively understood via the users' attitudes (Baptista and Oliveira, 2016;Noorbehbahani et al, 2019;Bitri an et al, 2021).…”
Section: 214mentioning
confidence: 98%
“…Recent research suggests that the use of robust models such as technology continuation theory (TCT) can aid in the prediction and understanding of post-adoption and continued use of m-wallets (Liao et al, 2009;Foroughi et al, 2019;Talwar et al, 2020). Second, the incorporation of gamification elements, which apply game design principles and strategies to non-gaming contexts, has improved user interaction with information systems (Bitri an et al, 2021;Foroughi et al, 2023;Nasirzadeh and Fathian, 2020). Due to the recent development in customer experience and to enhance it, gamification is a new concept introduced lately (Chauhan et al, 2022).…”
Section: Introductionmentioning
confidence: 99%