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Understanding continuance intention toward crowdsourcing games: A longitudinal investigation

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journal contribution
posted on 30.03.2021, 12:46 by WANG, XIAOHUI (SMU)WANG, XIAOHUI (SMU), Dion Hoe-Lian GOH, Ee Peng LIMEe Peng LIM

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.

History

Publication Date

01/12/2020

Journal

International Journal of Human-Computer Interaction

Volume

36

Issue

12

Pages

1168-1177

ISSN

1044-7318

School

School of Computing and Information Systems

IRIS ID

137847976