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 th...
Saved in:
Published in: | International journal of human-computer interaction Vol. 36; no. 12; pp. 1168 - 1177 |
---|---|
Main Authors: | , , |
Format: | Journal Article |
Language: | English |
Published: |
Norwood
Taylor & Francis
20-07-2020
Lawrence Erlbaum Associates, Inc |
Subjects: | |
Online Access: | Get full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Summary: | 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. |
---|---|
ISSN: | 1044-7318 1532-7590 1044-7318 |
DOI: | 10.1080/10447318.2020.1724010 |