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

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