Publication Type
Journal Article
Version
publishedVersion
Publication Date
12-2020
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.
Discipline
Numerical Analysis and Scientific Computing
Research Areas
Data Science and Engineering
Publication
International Journal of Human-Computer Interaction
Volume
36
Issue
12
First Page
1168
Last Page
1177
ISSN
1044-7318
Identifier
10.1080/10447318.2020.1724010
Publisher
Taylor & Francis: STM, Behavioural Science and Public Health Titles
Citation
WANG, Xiaohui; GOH, Dion Hoe-Lian; and LIM, Ee-peng.
Understanding continuance intention toward crowdsourcing games: A longitudinal investigation. (2020). International Journal of Human-Computer Interaction. 36, (12), 1168-1177.
Available at: https://ink.library.smu.edu.sg/sis_research/7134
Creative Commons License
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