Understanding Continuance Intention toward Crowdsourcing Games: A Longitudinal Investigation

Xiaohui WANG*, Dion Hoe Lian Goh, Ee Peng Lim

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

2 Citations (Scopus)

Abstract

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.

Original languageEnglish
Pages (from-to)1168-1177
Number of pages10
JournalInternational Journal of Human-Computer Interaction
Volume36
Issue number12
DOIs
Publication statusPublished - 20 Jul 2020

Scopus Subject Areas

  • Human Factors and Ergonomics
  • Human-Computer Interaction
  • Computer Science Applications

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