Understanding continuance intention toward crowdsourcing games: A longitudinal investigation
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. |