Is it a tool or a toy? How user’s conception of a system’s purpose affects their experience and use
Tài liệu tham khảo
Adukaite, 2017, Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools, Computers & Education, 111, 172, 10.1016/j.compedu.2017.04.008
Ajzen, 2001, Nature and operation of attitudes, Annual Review of Psychology, 52, 27, 10.1146/annurev.psych.52.1.27
Ajzen, 2000, Attitudes and the attitude-behavior relation: Reasoned and automatic processes, European Review of Social Psychology, 11, 1, 10.1080/14792779943000116
Anderson, 1988, Structural equation modeling in practice: A review and recommended two-step approach, Psychological Bulletin, 103, 411, 10.1037/0033-2909.103.3.411
Babin, 1994, Work and/or fun - measuring hedonic and utilitarian shopping value, The Journal of Consumer Research, 20, 644, 10.1086/209376
Barnes, 2011, Understanding use continuance in virtual worlds: Empirical test of a research model, Information & Management, 48, 313, 10.1016/j.im.2011.08.004
Bhattacherjee, 2001, Understanding information systems continuance: An expectation-confirmation model, MIS Quarterly, 25, 351, 10.2307/3250921
Bittner, 2014, Motivational effects and age differences of gamification in product advertising, The Journal of Consumer Marketing, 31, 391, 10.1108/JCM-04-2014-0945
Blut, 2016, Factors influencing the acceptance of self-service technologies, Journal of Service Research, 19, 396, 10.1177/1094670516662352
Bonde, 2014, Improving biotech education through gamified laboratory simulations, Nature Biotechnology, 32, 694, 10.1038/nbt.2955
Bosch Automotive Middle East, 2014
Carroll, 1982, Metaphor and the cognitive representation of computing systems, IEEE Transactions on Systems, Man, and Cybernetics, 12, 107, 10.1109/TSMC.1982.4308795
Cavusoglu, 2015, Can gamification motivate voluntary contributions? The case of StackOverflow Q&A Community, Proceedings of the 18th ACM Conference Companion on Computer Supported Cooperative Work & Social Computing - CSCW’15 Companion, 171, 10.1145/2685553.2698999
Chae, 2002, Information quality for mobile internet services: A theoretical model with empirical validation, Electronic Markets, 12, 38, 10.1080/101967802753433254
Chang, 2014, The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games, Internet Research, 24, 21, 10.1108/IntR-02-2012-0025
Chesney, 2006, An acceptance model for useful and fun information systems, Human Technology an Interdisciplinary Journal on Humans in ICT Environments, 2, 225, 10.17011/ht/urn.2006520
Childers, 2001, Hedonic and utilitarian motivations for online retail shopping behavior, Journal of Retailing, 77, 511, 10.1016/S0022-4359(01)00056-2
Chin, 1998, The partial least squares approach to structural equation modeling, 295
Chin, 2003, A partial least squares latent variable modeling approach for measuring interaction effects: Results from a Monte Carlo simulation study and an electronic-mail emotion/adoption study, Information Systems Research, 14, 189, 10.1287/isre.14.2.189.16018
Chiu, 2008, Understanding Web-based learning continuance intention: The role of subjective task value, Information & Management, 45, 194, 10.1016/j.im.2008.02.003
Choi, 2017, An empirical study on the effect of service types on post-adoption behavior in smartphone applications, Information, 20, 5515
Cocosila, 2015, How important is the “social” in social networking? A perceived value empirical investigation, Information Technology and People, 28, 366, 10.1108/ITP-03-2014-0055
Dai, 2014, Continued use of mobile technology mediated services: A value perspective, Journal of Computer Information Systems, 54, 99, 10.1080/08874417.2014.11645690
Davis, 1985
Davis, 1989, Perceived usefulness, perceived ease of use, and user acceptance of information technology, MIS Quarterly, 13, 319, 10.2307/249008
Davis, 1989, User acceptance of computer technology: A comparison of two theoretical models, Management Science, 35, 982, 10.1287/mnsc.35.8.982
Davis, 1992, Extrinsic and intrinsic motivation to use computers in the workplace, Journal of Applied Social Psychology, 22, 1111, 10.1111/j.1559-1816.1992.tb00945.x
Deci, 2000, The “What” and “Why” of goal pursuits: Human needs and the self-determination of behavior, Psychological Inquiry, 11, 227, 10.1207/S15327965PLI1104_01
Deng, 2010, User experience, satisfaction, and continual usage intention of IT, European Journal of Information Systems, 19, 60, 10.1057/ejis.2009.50
Deterding, 2015, The Lens of intrinsic skill atoms: A method for gameful design, Human-Computer Interaction, 30, 294, 10.1080/07370024.2014.993471
Deterding, 2011, From game design elements to gamefulness: Defining “Gamification”, Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA’ 11, 9
Doan, 2011, Crowdsourcing systems on the world-wide web, Communications of the ACM, 54, 86, 10.1145/1924421.1924442
Domínguez, 2013, Gamifying learning experiences: Practical implications and outcomes, Computers & Education, 63, 380, 10.1016/j.compedu.2012.12.020
Eickhoff, 2012, Quality through flow and immersion: Gamifying crowdsourced relevance assessments, Proceedings of the 35th International ACM SIGIR Conference on Research and Development in Information Retrieval - SIGIR’ 12, 871, 10.1145/2348283.2348400
Estellés-Arolas, 2012, Towards an integrated crowdsourcing definition, Journal of Information Science, 38, 189, 10.1177/0165551512437638
Fang, 2009, Understanding sustained participation in open source software projects, Journal of Management Information Systems, 25, 9, 10.2753/MIS0742-1222250401
Fornell, 1981, Evaluating structural equation models with unobservable variables and measurement error, Journal of Marketing Research, 18, 39, 10.1177/002224378101800104
Geri, 2008, Beyond adoption: Barriers to an online assignment submission system continued use, Interdisciplinary Journal of E-Learning and Learning Objects, 4, 225, 10.28945/376
Gerow, 2013, Can we have fun @ work? The role of intrinsic motivation for utilitarian systems, European Journal of Information Systems, 22, 360, 10.1057/ejis.2012.25
Hair, 2016
Hamari, 2013, Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service, Electronic Commerce Research and Applications, 12, 236, 10.1016/j.elerap.2013.01.004
Hamari, 2017, Do badges increase user activity? A field experiment on the effects of gamification, Computers in Human Behavior, 71, 469, 10.1016/j.chb.2015.03.036
Hamari, 2015, Why do people use gamification services?, International Journal of Information Management, 35, 419, 10.1016/j.ijinfomgt.2015.04.006
Harwood, 2015, An investigation into gamification as a customer engagement experience environment, Journal of Services Marketing, 29, 533, 10.1108/JSM-01-2015-0045
He, 2009, What drives continued knowledge sharing? An investigation of knowledge-contribution and -seeking beliefs, Decision Support Systems, 46, 826, 10.1016/j.dss.2008.11.007
Herzig, 2012, Gamification of ERP systems - Exploring gamification effects on user acceptance constructs, 793
Hirschman, 1982, Hedonic consumption: Emerging concepts, methods and propositions, Journal of Marketing, 46, 92, 10.1177/002224298204600314
Hoxmeier, 2000, System response time and user satisfaction: An experimental study of browser-based applications, AMCIS 2000 Proceedings, 140
Hsu, 2008, Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation, Information & Management, 45, 65, 10.1016/j.im.2007.11.001
Hsu, 2014, Does confirmation always matter? Extending confirmation-based theories, Behaviour & Information Technology, 33, 1219, 10.1080/0144929X.2013.857431
Hung, 2011, Knowledge-sharing motivations affecting R&D employees’ acceptance of electronic knowledge repository, Behaviour & Information Technology, 30, 213, 10.1080/0144929X.2010.545146
Huotari, 2017, A definition for gamification: Anchoring gamification in the service marketing literature, Electronic Markets, 27, 21, 10.1007/s12525-015-0212-z
Jöreskog, 1996
Jung, 2010, Enhancing the motivational affordance of information systems: The effects of real-time performance feedback and goal setting in group collaboration environments, Management Science, 56, 724, 10.1287/mnsc.1090.1129
Kaltcheva, 2006, When should a retailer create an exciting store environment?, Journal of Marketing, 70, 107, 10.1509/jmkg.70.1.107.qxd
Kankanhalli, 2005, Contributing knowledge to electronic knowledge repositories: An empirical investigation, MIS Quarterly, 29, 113, 10.2307/25148670
Kaufmann, 2011, More than fun and money. Worker motivation in crowdsourcing - a study on mechanical Turk, Proceedings of the Seventeenth Americas Conference on Information Systems, 1
Kefi, 2010, Shy people and facebook continuance of usage: Does gender matter?, Proceedings of the Sixteenth Americas Conference on Information Systems, 27
Kietzmann, 2011, Social media? Get serious! Understanding the functional building blocks of social media, Business Horizons, 54, 241, 10.1016/j.bushor.2011.01.005
Kim, 2011, The role of utilitarian and hedonic values and their antecedents in a mobile data service environment, Expert Systems with Applications, 38, 2311, 10.1016/j.eswa.2010.08.019
Kim, 2011, The difference of determinants of acceptance and continuance of mobile data services: A value perspective, Expert Systems with Applications, 38, 1798, 10.1016/j.eswa.2010.07.107
Kim, 2008, Maintaining continuers vs. converting discontinuers: Relative importance of post-adoption factors for mobile data services, International Journal of Mobile Communications, 6, 108, 10.1504/IJMC.2008.016007
Koivisto, 2014, Demographic differences in perceived benefits from gamification, Computers in Human Behavior, 35, 179, 10.1016/j.chb.2014.03.007
Koivisto, 2019, The rise of motivational information systems: A review of gamification research, International Journal of Information Management, 45, 191, 10.1016/j.ijinfomgt.2018.10.013
Koivumaki, 2008, The effects of information quality of mobile information services on user satisfaction and service acceptance-empirical evidence from Finland, Behaviour & Information Technology, 27, 375, 10.1080/01449290601177003
Köse, 2019, Dual information systems: A review of factors affecting their use, Twenty-fifth Americas Conference on Information Systems (AMCIS 2019), 1
Köse, 2018, Utilitarian use of social media services: A study on twitter, Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS 2018), 1046
Laumer, 2012, Online gaming to find a new job - examining job seekers’ intention to use serious games as a self-assessment tool, German Journal of Human Resource Management: Zeitschrift Für Personalforschung, 26, 218, 10.1177/239700221202600302
Lee, 2014, Comparative analysis of trust in online communities, Procedia Computer Science, 31, 1140, 10.1016/j.procs.2014.05.370
Lee, 2006, The role of the technology acceptance model in explaining effects of image interactivity technology on consumer responses, International Journal of Retail & Distribution Management, 34, 621, 10.1108/09590550610675949
Lee, 2013, Experiments on motivational feedback for crowdsourced workers, Proceedings of the 7th International AAAI Conference on Weblogs and Social Media, ICWSM 2013, 341
Lin, 2005, Integrating perceived playfulness into expectation-confirmation model for web portal context, Information & Management, 42, 683, 10.1016/j.im.2004.04.003
Lin, 2007, Effects of extrinsic and intrinsic motivation on employee knowledge sharing intentions, Journal of Information Science, 33, 135, 10.1177/0165551506068174
Liu, 2016, Towards meaningful engagement: A framework for design and research of gamified information systems, MIS Quarterly
Maier, 2015, The effects of technostress and switching stress on discontinued use of social networking services: A study of Facebook use, Information Systems Journal, 25, 275, 10.1111/isj.12068
Malone, 1981, Toward a theory of intrinsically motivating instruction, Cognitive Science, 5, 333, 10.1207/s15516709cog0504_2
Martínez-Pernía, 2017, Using game authoring platforms to develop screen-based simulated functional assessments in persons with executive dysfunction following traumatic brain injury, Journal of Biomedical Informatics, 74, 71, 10.1016/j.jbi.2017.08.012
Melenhorst, 2015, Bridging the utilitarian-hedonic divide in crowdsourcing applications, Proceedings of the 4th International Workshop on Crowdsourcing for Multimedia - CrowdMM’ 15, 9, 10.1145/2810188.2810191
Morschheuser, 2015, Increasing intranet usage through gamification – insights from an experiment in the banking industry, Proceedings of the 48th Hawaii International Conference on System Sciences (HICSS 2015), 635, 10.1109/HICSS.2015.83
Morschheuser, 2017, Gamified crowdsourcing: Conceptualization, literature review, and future agenda, International Journal of Human-Computer Studies, 106, 26, 10.1016/j.ijhcs.2017.04.005
Morschheuser, 2017, How to design gamification? A method for engineering gamified software, Information and Software Technology, 95, 219, 10.1016/j.infsof.2017.10.015
Morschheuser, 2017, Designing cooperative gamification: Conceptualization and prototypical implementation, 2410
Morschheuser, 2019, Cooperation or competition - when do people contribute more? A field experiment on gamification of crowdsourcing, International Journal of Human-Computer Studies, 127, 7, 10.1016/j.ijhcs.2018.10.001
Nov, 2007, What motivates Wikipedians?, Communications of the ACM, 50, 60, 10.1145/1297797.1297798
Nov, 2010, Analysis of participation in an online photo-sharing community: A multidimensional perspective, Journal of the American Society for Information Science and Technology, 61, 555
Oh, 2014, Predicting the use of online information services based on a modified UTAUT model, Behaviour & Information Technology, 33, 716, 10.1080/0144929X.2013.872187
Ozturk, 2016, The role of utilitarian and hedonic values on users’ continued usage intention in a mobile hotel booking environment, International Journal of Hospitality Management, 57, 106, 10.1016/j.ijhm.2016.06.007
Parthasarathy, 1998, Understanding post-adoption behavior in the context of online services, Information Systems Research, 9, 362, 10.1287/isre.9.4.362
Pillai, 2011, User acceptance of hedonic versus utilitarian social networking web sites, Journal of Indian Business Research, 3, 180, 10.1108/17554191111157047
Prestopnik, 2015, Points, stories, worlds, and diegesis: Comparing player experiences in two citizen science games, Computers in Human Behavior, 52, 492, 10.1016/j.chb.2015.05.051
Rodrigues, 2016, Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications, Computers in Human Behavior, 63, 392, 10.1016/j.chb.2016.05.063
Ryan, 2000, Intrinsic and extrinsic motivations: Classic definitions and new directions, Contemporary Educational Psychology, 25, 54, 10.1006/ceps.1999.1020
Ryan, 2006, The motivational pull of video games: A self-determination theory approach, Motivation and Emotion, 30, 347, 10.1007/s11031-006-9051-8
Sánchez‐Franco, 2011, The interaction effects of ego involvement on the relationships between aesthetics, usability and commitment, Online Information Review, 35, 194, 10.1108/14684521111128005
Schacht, 2015, Project knowledge management while simply playing! Gaming mechanics in project knowledge management systems, 593
Scheiner, 2015, The motivational fabric of gamified idea competitions: The evaluation of game mechanics from a longitudinal perspective, Creativity and Innovation Management, 24, 341, 10.1111/caim.12115
Seaborn, 2015, Gamification in theory and action: A survey, International Journal of Human-computer Studies, 74, 14, 10.1016/j.ijhcs.2014.09.006
Shah, 2006, Motivation, governance, and the viability of hybrid forms in open source software development, Management Science, 52, 1000, 10.1287/mnsc.1060.0553
Sherry, 1990, Dealers and dealing in a periodic market: Informal retailing in ethnographic perspective, Journal of Retailing, 66, 174
Suh, 2017, Gamification in the workplace: The central role of the aesthetic experience, Journal of Management Information Systems, 34, 268, 10.1080/07421222.2017.1297642
Sun, 2006, Causal relationships between perceived enjoyment and perceived ease of use: An alternative approach, Journal of the Association for Information Systems, 7, 618, 10.17705/1jais.00100
Tang, 2012, Content contribution for revenue sharing and reputation in social media: A dynamic structural model, Journal of Management Information Systems, 29, 41, 10.2753/MIS0742-1222290203
Thom, 2012, Removing gamification from an enterprise SNS, Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work - CSCW’12, 1067
Tractinsky, 2000, What is beautiful is usable, Interacting With Computers, 13, 127, 10.1016/S0953-5438(00)00031-X
Tully, 2015, Investigating the role of innovation attributes in the adoption, rejection, and discontinued use of open source software for development, Information Technology & International Development, 11, 55
Turel, 2015, Quitting the use of a habituated hedonic information system: A theoretical model and empirical examination of Facebook users, European Journal of Information System, 4, 431, 10.1057/ejis.2014.19
Turel, 2012, The benefits and dangers of enjoyment with social networking websites, European Journal of Information Systems, 21, 512, 10.1057/ejis.2012.1
van der Heijden, 2004, User acceptance of hedonic information technology, MIS Quarterly, 28, 695, 10.2307/25148660
Venkatesh, 2001, A longitudinal investigation of personal computers in homes: Adoption determinants and emerging challenges, MIS Quarterly, 25, 71, 10.2307/3250959
Venkatesh, 2000, Why don’t men ever stop to ask for directions? Gender, social influence, and their role in technology acceptance and usage behavior, MIS Quarterly, 24, 115, 10.2307/3250981
Vesa, 2017, Computer games and organization studies, Organization Studies, 38, 273, 10.1177/0170840616663242
Wakefield, 2006, Mobile computing: A user study on hedonic/utilitarian mobile device usage, European Journal of Information Systems, 15, 292, 10.1057/palgrave.ejis.3000619
Wang, 2009, The moderating role of Utilitarian/Hedonic user motivation on user behavior towards web 2.0 applications, 1430
Wang, 2011, Aesthetics and the online shopping environment: Understanding consumer responses, Journal of Retailing, 87, 46, 10.1016/j.jretai.2010.09.002
Wasko, 2005, Why should I share? Examining social capital and knowledge contribution in electronic networks of practice, MIS Quarterly, 29, 35, 10.2307/25148667
Wu, 2013, Effects of extrinsic and intrinsic motivators on using utilitarian, hedonic, and dual-purposed information systems: A meta-analysis, Journal of the Association for Information Systems, 14, 153, 10.17705/1jais.00325
Xi, 2019, Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction, International Journal of Information Management, 46, 210, 10.1016/j.ijinfomgt.2018.12.002
Xiang, 2015, A comparative analysis on the effects of perceived enjoyment and perceived risk on hedonic/utilitarian smartphone applications, International Journal of Networking and Virtual Organisations, 15, 120, 10.1504/IJNVO.2015.070422
Xu, 2012, It is not for fun: An examination of social network site usage, Information & Management, 49, 210, 10.1016/j.im.2012.05.001
Xu, 2012, The moderating effects of utilitarian and hedonic values on information technology continuance, ACM Transactions on Computer-Human Interaction, 19, 1, 10.1145/2240156.2240160
Yang, 2010, Gender differences in using mobile data services: Utilitarian and hedonic value approaches, Journal of Research in Interactive Marketing, 4, 142, 10.1108/17505931011051678
Yusoff, 2010, Validation of serious games attributes using the technology acceptance model, 45
Zhou, 2012, Attracted to or locked in? Predicting continuance intention in social virtual world services, Journal of Management Information Systems, 29, 273, 10.2753/MIS0742-1222290108
Zhou, 2014, Moderating role of gender in the relationships between perceived benefits and satisfaction in social virtual world continuance, Decision Support Systems, 65, 69, 10.1016/j.dss.2014.05.004