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1 – 10 of over 64000
Article
Publication date: 2 April 2024

Zheng Wang and Rong Deng

Fitness games, as a medium that combines playfulness and usefulness for exercise, face challenges in sustaining long-term user engagement. Currently, there is limited research…

Abstract

Purpose

Fitness games, as a medium that combines playfulness and usefulness for exercise, face challenges in sustaining long-term user engagement. Currently, there is limited research exploring factors influencing users' continued intention to use from the perspective of user experience. Therefore, this study aims to investigate the priority of various user experience attributes of fitness games in promoting users' sustained engagement and to construct a user behavior model, offering theoretical guidance for designers and businesses.

Design/methodology/approach

This study distributed 441 survey questionnaires and, based on the fundamental characteristics of external games, established a model for users' continued intention to use external games. It explores the impact of various gaming elements on users' continued intention to use fitness games and the relationships between these elements.

Findings

The study indicates that usefulness, functional quality, and ease of use directly influence players' intention to continue playing external games. Social interactions, technical quality, and playfulness do not have an impact on the continued intention to use.

Originality/value

This research breaks away from the bias of previous studies overly focusing on playfulness in games. It fills the research gap regarding the continued intention to use fitness games and provides insights into the design and operation of fitness games.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 12 January 2024

Mohd Hanafi Azman Ong and Nur Syafikah Ibrahim

The purpose of this study is to explore the relationship of gamification design elements on social play habit and we-intention to continue playing in a mobile multiplayer game…

Abstract

Purpose

The purpose of this study is to explore the relationship of gamification design elements on social play habit and we-intention to continue playing in a mobile multiplayer game context. The study further intends to reveal the mediating role of social play habit in the relationship between gamification design elements and we-intention to continue playing.

Design/methodology/approach

The proposed model was empirically evaluated using survey data collected from 292 PUBG users based in Malaysia. PLS-SEM analysis was used to assess the model since it includes formative and reflective constructs.

Findings

The results indicated that gamification design elements significantly affect social play habit in a positive direction. In the simultaneous condition, social play habit also significantly affects the we-intention to continue playing the mobile multiplayer game. However, these three elements of gamification design did not significantly affect the formation of we-intention to continue playing in the context of mobile multiplayer games. Notably, social play habit was found to fully mediate the relationships between immersive-related interaction, achievement-related interaction, social-related interaction and we-intention to continue playing.

Research limitations/implications

This study highlights the importance of social play habits as a factor linking the relationship between gamification design elements and we-intention to continue playing. In addition, this study also provides significant insights for the game creators to emphasise the gamification design elements so that the sustainability of the game can be secured from the perspective of retaining the current users through the social play habit element.

Originality/value

The study is noteworthy because it is the first attempt to use gamification design elements to explain how social play habit affect the formation of we-intention to continue playing in the setting of a mobile multiplayer game environment. In addition, the findings may add to the body of knowledge in the field of gamification theory.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 24 December 2021

Ayman Alarabiat, Omar Hujran, Delfina Soares and Ali Tarhini

This study investigated the impact of the virtualization requirements of the learning process on students' satisfaction and their intention to continue using online learning.

1716

Abstract

Purpose

This study investigated the impact of the virtualization requirements of the learning process on students' satisfaction and their intention to continue using online learning.

Design/methodology/approach

A research model was developed using the process virtualization theory (PVT); it was validated empirically using data obtained from an online questionnaire-based survey of 489 undergraduate students.

Findings

The main results support the role of representation for sensory requirements, sensory requirements, reach, representation for relationship requirements and relationship requirements on shaping students' satisfaction, which all also have a significant influence on students' intention to continue using online learning. Relevance factors are responsible for 61.6% of the variance in students' satisfaction and 83.6% of the variance in their intention to continue using online learning. However, neither the synchronism requirements nor the identification and control requirements had a significant effect on students' satisfaction or on their intention to continue using online learning.

Originality/value

The present research focused on PVT in an online learning context; consequently, a new set of factors that influenced students' satisfaction with and intentions to continue using online learning was empirically tested for the first time. This research contributes to the literature on information systems because it advances the generalizability and applicability of the PVT in a new context and new cultural setting. Moreover, the research apprises researchers and practitioners of new factors, which should be understood and fulfilled to make virtual learning equivalent to the face-to-face learning experience.

Details

Information Technology & People, vol. 36 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 14 September 2015

Edda Tandi Lwoga and Mercy Komba

The purpose of this paper is to examine factors that predict students’ continued usage intention of web-based learning management systems (LMS) in Tanzania, with a specific focus…

2159

Abstract

Purpose

The purpose of this paper is to examine factors that predict students’ continued usage intention of web-based learning management systems (LMS) in Tanzania, with a specific focus on the School of Business of Mzumbe University. Specifically, the study investigated major predictors of actual usage and continued usage intentions of e-learning system, and challenges of using the e-learning system.

Design/methodology/approach

Data were collected through a questionnaire survey of 300 third year undergraduate students, with a rate of return of 77 per cent. A total of 20 faculty members were also interviewed. The unified theory of acceptance and use of technology (UTAUT) was utilized in the study.

Findings

The results show that actual usage was determined by self-efficacy, while continued usage intentions of web-based learning system was predicted by performance expectancy, effort expectancy, social influence, self-efficacy, and actual usage. Challenges for using web-based LMS were related to information and communications technology (ICT) infrastructure barrier, LMS user interface was not user friendly, weak ICT policies, management and technical support, limited skills, lack of awareness, resistance to change, and lack of time to prepare e-content and use the e-learning system.

Practical implications

The study findings are useful to e-learning managers and university management to identify important factors and develop appropriate policies and strategies to encourage long-term usage of e-learning systems for future studies and lifelong learning.

Originality/value

By using UTAUT in the context of continued usage intentions and the integration of an additional construct (“self-efficacy”), the extended UTAUT model fits very well in the web-based learning systems in Tanzania, in particular where such studies are scant. The findings can be used in other institutions with similar conditions in investigating the continued usage intentions of e-learning systems.

Article
Publication date: 10 May 2022

Ya Yin and Carol Hsu

Today, contactless businesses are becoming part of the “new normal” in daily life. Augmented reality-based services (ARBS) thus provide a mechanism for contactless commerce…

Abstract

Purpose

Today, contactless businesses are becoming part of the “new normal” in daily life. Augmented reality-based services (ARBS) thus provide a mechanism for contactless commerce, offering customers access to sensory experiences, especially during the COVID-19 pandemic. However, privacy can be a key concern when consumers decide whether to continue using ARBS. Thus, drawing on the Appraisal Tendency Framework (ATF), the study aims to examine how augmentation quality (Aug-Q), discrete emotions (joy and frustration) and privacy perceptions influence users' ARBS continuing use intention.

Design/methodology/approach

A survey methodology with a well-designed online questionnaire was used for data collection. The data were analyzed using a structural equation model with Amos v. 22.0 software.

Findings

This study demonstrated that Aug-Q had a significant positive impact on joy and a significant negative impact on frustration. Additionally, joy was positively associated with the perception of privacy benefits and ARBS continuing use intention, while frustration was negatively associated with the perception of privacy benefits and ARBS continuing use intention. The results also indicate that (perceived privacy risks) PPR–benefits predict the likelihood of ARBS continuing use intention.

Originality/value

This study enhances understanding of users' ARBS continuing use intention from an integrative perspective based on the ATF, thus identifying the Aug-Q-induced emotions that subsequently influence privacy trade-offs and predict users' ARBS continuing use intention. The results provide evidence that privacy and emotions can be key determinants when consumers decide whether to continue using ARBS. The findings of this research may be beneficial for commercial companies in preventing the loss of ARBS users.

Article
Publication date: 19 February 2018

Edda Tandi Lwoga and Alfred Said Sife

The purpose of this paper is to assess whether quality antecedents and individual characteristics can influence faculty members’ continued usage intention of electronic resources…

Abstract

Purpose

The purpose of this paper is to assess whether quality antecedents and individual characteristics can influence faculty members’ continued usage intention of electronic resources (e-resources) in selected public universities in Tanzania.

Design/methodology/approach

A total of 204 faculty members participated in the study from three public universities in Tanzania. The study used structural equation modelling, ANOVA and t-tests to perform analyses.

Findings

Better educated and middle-aged faculty members with a wide experience of using e-resources are more likely to continue using e-resources. Information quality had positive relationship with continued usage intention of e-resources while service quality had indirect impact to continued usage intention through information quality and system quality.

Originality/value

Based on the DeLone and McLean information systems success model, this study integrates quality factors (information, service and system quality) and individual characteristics as antecedents to the continued usage intention of e-resources. The study comprehensively documents empirical findings on impacts of quality factors and individual characteristics on e-resources in a developing country. The study reveals results that are useful for enhancing usage of e-resources by faculty in other institutions with similar conditions.

Article
Publication date: 8 February 2011

Kate Shacklock and Yvonne Brunetto

This study aims to conceptualise the notion of “older workers' intentions to continue paid working” (OWICW) and to validate a scale for measuring the impact of work‐related…

6388

Abstract

Purpose

This study aims to conceptualise the notion of “older workers' intentions to continue paid working” (OWICW) and to validate a scale for measuring the impact of work‐related factors on older workers' intentions to continue in employment.

Design/methodology/approach

The theoretical framework for this investigation was the meaning of working (MOW) model. The study uses a cross‐sectional, survey‐based, self‐report strategy to gather data.

Findings

The findings were that OWICW is a function not only of factors previously tested (health and financial factors), but also of four work‐related variables – the importance of working to the individual, the flexibility of working arrangements, the individual's interests outside of work, plus management and organisational factors (such as supervision, bureaucracy and the work environment).

Practical implications

The implications of these findings include providing a framework to begin addressing the challenge of retaining valued older workers so as to attend to the growing shortage of labour across OECD countries.

Originality/value

This paper extends the Meaning of Work model to explain the impact of work‐related factors on the intentions of older workers to continue in employment, and at the individual level of analysis.

Details

Personnel Review, vol. 40 no. 2
Type: Research Article
ISSN: 0048-3486

Keywords

Open Access
Article
Publication date: 30 January 2024

Saleem ur Rahman, Bang Nguyen-Viet, Yen Thi Hoang Nguyen and Sohail Kamran

M-wallets have emerged as one of the most important financial innovations of the 21st century, enabling users to carry digital cash by securely storing payment methods on their…

2083

Abstract

Purpose

M-wallets have emerged as one of the most important financial innovations of the 21st century, enabling users to carry digital cash by securely storing payment methods on their mobile devices. However, the continued use of m-wallets varies among people for several reasons. This study used the technology continuation theory (TCT), gamification and trust factors to examine the variables affecting consumers' intentions to continue using mobile wallets.

Design/methodology/approach

The SmartPLS partial least squares software was used to analyze data from 431 m-wallet users in Vietnam using the structural equation modeling technique.

Findings

The data revealed that the research model can predict users' intentions to continue using mobile wallets. TCT constructs demonstrated strong exploratory power in explaining consumer satisfaction and attitudes towards m-wallets. Furthermore, the study confirmed the direct effect of the perceived effectiveness of gamification on perceived ease of use and attitude, as well as its indirect effect on consumers' continued use intentions of mobile wallets via attitude. In addition, the trust negatively influenced consumers' intentions to continue using m-wallets.

Practical implications

The findings of this study can help researchers, practitioners and policymakers improve m-wallet design, development and adoption, as well as advance financial technology and define the future of digital payments in terms of consumer attraction, engagement and financial inclusion.

Originality/value

Based on TCT theory, this study enriches m-wallet research by examining two important factors, gamification and trust, and thus provides insights into how to improve consumers’ intentions to continue using m-wallets in developing countries. This study offers timely insights into theory and practice regarding these factors. It therefore paves the way for researchers and practitioners to learn how easy, enjoyable and secure the end-user experience should be to keep users engaged with m-wallets.

Details

International Journal of Bank Marketing, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0265-2323

Keywords

Article
Publication date: 15 June 2021

Xi Hu, Zhenjiao Chen, Robert M. Davison and Yaqin Liu

This study aims to investigate the factors influencing consumers' continued social commerce (s-commerce) intention and its underlying mechanism.

1839

Abstract

Purpose

This study aims to investigate the factors influencing consumers' continued social commerce (s-commerce) intention and its underlying mechanism.

Design/methodology/approach

The authors define continued s-commerce intention as consumers' intention to continually participate in s-commerce activities, namely, requesting and sharing commercial information. Grounded in the motivation theory, perceived usefulness and perceived enjoyment are identified in this study as the motives behind consumers' continued s-commerce intention. Given the indispensable social facet of s-commerce, the authors include social support as another critical social factor motivating continuance intention. Furthermore, users' perceptions are affected by prior s-commerce outcomes, which concern the effectiveness of the commercial information exchange process. Research suggests that in such a context, the result of communication is jointly determined by source credibility and interactive relationships amongst individuals. Whilst source credibility determines the usefulness of the information transmitted, a social interaction supports this process. Therefore, source credibility and social interactions are crucial to the outcomes of s-commerce, which, in turn, affect consumers' perceived usefulness, perceived enjoyment and social support in s-commerce. Building on these arguments, the authors propose our research model and then test the hypotheses via a survey.

Findings

The authors find that consumers' perceived usefulness and informational social support of s-commerce directly affect their continued s-commerce intention. Moreover, perceived enjoyment leads to continued s-commerce intention via the mediation of perceived usefulness, whilst emotional social support influences continued s-commerce intention through the mediator of informational social support. In addition, source credibility is a significant antecedent of consumers' usefulness, enjoyment and social support perceptions, whilst a social interaction significantly impacts perceived enjoyment and social support.

Originality/value

Various consumer behaviours in s-commerce have been studied; however, the continuance intention to participate in the s-commerce activity remains unknown. This empirical study fills this research gap. Moreover, the authors initially reveal s-commerce participants' utilitarian orientation in the post-adoption stage: perceived usefulness and informational social support affect continuance intention more directly than perceived enjoyment and emotional social support. Further, prior studies on information systems continuance have mainly focused on technical features. By identifying the influence from social factors, i.e. social support, this work extends the literature on information systems continuance.

Article
Publication date: 19 February 2021

Mengjun Li and Ayoung Suh

The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.

1219

Abstract

Purpose

The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.

Design/methodology/approach

Drawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players of Honor of Kings, a popular mobile multiplayer game.

Findings

The results indicate that developing social play habit is critical to the formation of a we-intention to continue playing in the context of mobile multiplayer games. The results also suggest that technological (social features embedded in the game) and individual (desire for co-play and privacy concerns) factors jointly influence social play habit.

Research limitations/implications

This study contributes to the literature on we-intention by conceptualizing social play habit and verifying its role in facilitating a shared intention to continue playing mobile multiplayer games. Our work responds to the call for understanding the mechanism by which multiple people form a shared intention to continue using an information technology at a collective level. Our findings provide significant insights into the design of information technologies for collaboration.

Originality/value

This study is among the first to extend the literature on gaming habits by considering other players' involvement. Specifically, our study shifts researchers' attention from gaming habits characterized by individual properties to social gaming habits characterized by communal properties.

Details

Internet Research, vol. 31 no. 4
Type: Research Article
ISSN: 1066-2243

Keywords

1 – 10 of over 64000