2021
DOI: 10.1016/j.chb.2021.106702
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Individualized gamification elements: The impact of avatar and feedback design on reuse intention

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Cited by 42 publications
(23 citation statements)
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“…In addition, identified motivation was also shown to positively influence users' satisfaction with competence needs. This is also consistent with the results in a previous study [25]. When users begin to identify with the value of the gamified travel platform and identify themselves as part of this platform group, they will believe that they should take some responsibility and behave well.…”
Section: Discussion Of Key Findingssupporting
confidence: 90%
See 1 more Smart Citation
“…In addition, identified motivation was also shown to positively influence users' satisfaction with competence needs. This is also consistent with the results in a previous study [25]. When users begin to identify with the value of the gamified travel platform and identify themselves as part of this platform group, they will believe that they should take some responsibility and behave well.…”
Section: Discussion Of Key Findingssupporting
confidence: 90%
“…Previous studies have shown that higher identification leads to higher self-efficacy for users [28]. In a study of the game's avatar, it was found that higher levels of identification lead to higher feelings of competence, as identification makes the experience of the game's avatar more transferable to the user [25]. Therefore, we believe that social identity will lead users to a higher sense of achievement and status in the gaming community, increasing self-efficacy and thus satisfying the need for competence.…”
Section: Identified Motivation and Basic Psychological Needsmentioning
confidence: 97%
“…Perceived enjoyment (PE) can be defined as the degree to which the activity of using technology can be perceived to be enjoyable apart from the performance consequences which are anticipated from the technology. Perceived enjoyment in a way is a part of hedonic motivation which further determines customer's intention of using the technology (Chang and Chen, 2021;Jahn et al, 2021). With the advent of smart technologies and Industry 4.0 enablers, it is found that perceived enjoyment has a direct influence on purchase intention from a marketing perspective (Chung et al 2017;Roy et al, 2018;Quach et al, 2020;Kaur et al, 2022).…”
Section: Factors Affecting the Behaviour Intentionmentioning
confidence: 99%
“…We believe that self-benefits and social benefits represent two types of intrinsic motivation at the individual and group levels, respectively. Self-benefits refer to the personal value obtained by using a gamified application and depend on whether the user has a meaningful experience and selfidentification (Jahn et al, 2021). Social benefits refer to users' perceived connectivity and the information exchange available through the system (Hassan et al, 2019).…”
Section: Toward a Meaningful Experiencementioning
confidence: 99%