TY - JOUR
T1 - Understanding Continuance Intention toward Crowdsourcing Games
T2 - A Longitudinal Investigation
AU - WANG, Xiaohui
AU - Goh, Dion Hoe Lian
AU - Lim, Ee Peng
N1 - Publisher Copyright:
© 2020, © 2020 Taylor & Francis Group, LLC.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020/7/20
Y1 - 2020/7/20
N2 - Given the increasing popularity of gamified crowdsourcing, the study reported here involved examining determinants of users' continuance intention toward crowdsourcing games, both with longitudinal data and reference to a revised unified theory of acceptance and use of technology (UTAUT). At three time points, data were collected from an online survey about playing crowdsourcing games. Time-lagged regression, cross-temporal correlation, and structural equation modeling were performed to examine determinants of the acceptance of crowdsourcing games. Results indicate that the revised UTAUT2 is applicable to explaining the acceptance of crowdsourcing games. Not only did effort expectancy, hedonic motivation, and social influence directly affect users’ continuance intention toward crowdsourcing games, but time-based variations also emerged in users’ perceptions and acceptance of the games and in how their perceptions affect their acceptance. The findings answer the call for a context-specific acceptance model and the identification of factors of adopting gamification.
AB - Given the increasing popularity of gamified crowdsourcing, the study reported here involved examining determinants of users' continuance intention toward crowdsourcing games, both with longitudinal data and reference to a revised unified theory of acceptance and use of technology (UTAUT). At three time points, data were collected from an online survey about playing crowdsourcing games. Time-lagged regression, cross-temporal correlation, and structural equation modeling were performed to examine determinants of the acceptance of crowdsourcing games. Results indicate that the revised UTAUT2 is applicable to explaining the acceptance of crowdsourcing games. Not only did effort expectancy, hedonic motivation, and social influence directly affect users’ continuance intention toward crowdsourcing games, but time-based variations also emerged in users’ perceptions and acceptance of the games and in how their perceptions affect their acceptance. The findings answer the call for a context-specific acceptance model and the identification of factors of adopting gamification.
UR - http://www.scopus.com/inward/record.url?scp=85079697584&partnerID=8YFLogxK
U2 - 10.1080/10447318.2020.1724010
DO - 10.1080/10447318.2020.1724010
M3 - Journal article
AN - SCOPUS:85079697584
SN - 1044-7318
VL - 36
SP - 1168
EP - 1177
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
IS - 12
ER -