The rise of motivational information systems: A review of gamification research
Jonna Koivisto,Juho Hamari +1 more
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TLDR
A comprehensive review of the gamification research is provided and a comprehensive discussion is provided on future agenda for the growing vein of literature on gamification and gameful systems within the information system science field.About:
This article is published in International Journal of Information Management.The article was published on 2019-04-01 and is currently open access. It has received 729 citations till now.read more
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Artificial Intelligence (AI) : Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy
Yogesh K. Dwivedi,Laurie Hughes,Elvira Ismagilova,Gert Aarts,Crispin Coombs,Tom Crick,Yanqing Duan,Rohita Dwivedi,John S. Edwards,Aled Eirug,Vassilis Galanos,P. Vigneswara Ilavarasan,Marijn Janssen,Paul Jones,Arpan Kumar Kar,Hatice Kizgin,Bianca Kronemann,Banita Lal,Biagio Lucini,Rony Medaglia,Kenneth Le Meunier-FitzHugh,Leslie Caroline Le Meunier-FitzHugh,Santosh K. Misra,Emmanuel Mogaji,Sujeet Kumar Sharma,Jang Bahadur Singh,Vishnupriya Raghavan,Ramakrishnan Raman,Nripendra P. Rana,Spyridon Samothrakis,Jak Spencer,Kuttimani Tamilmani,Annie Tubadji,Paul Walton,Michael D. Williams +34 more
TL;DR: This research offers significant and timely insight to AI technology and its impact on the future of industry and society in general, whilst recognising the societal and industrial influence on pace and direction of AI development.
Beyond the Usefulness and Ease of Use : Extending the TAM for a World - Wide - Web Context
Ji-Won Moon,Young-Gul Kim +1 more
TL;DR: This study introduces playfulness as a new factor that reflects the user’s intrinsic belief in WWW acceptance and extends and empirically validate the Technology Acceptance Model (TAM) for the WWW context.
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Consumers acceptance of artificially intelligent (AI) device use in service delivery
TL;DR: This study develops and empirically tests a theoretical model of artificially intelligent device use acceptance (AIDUA) that aims to explain customers’ willingness to accept AI device use in service encounters, and provides a conceptual AI device acceptance framework that can be used by other researchers to better investigate AI related topics in the service context.
Causal Relationships Between Perceived Enjoyment and Perceived Ease of Use: An Alternative Approach
Heshan Sun,Heshan Sun,Ping Zhang +2 more
TL;DR: Empirical results from two studies support the theoretical claim that the PEAEPEOU causal direction outweighs the PEOUAEPE direction for utilitarian systems and encourage researchers to pay attention to causal directions in addition to causal connectedness.
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Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction
Nannan Xi,Juho Hamari +1 more
TL;DR: This study investigates the relationships between the user interactions with gamification features and intrinsic need satisfaction in Xiaomi and Huawei online gamified communities that represent two large technology product-related online brand communities in China through a survey-based study and implies that gamification can have a substantially positive effect on intrinsic need satisfied for services users.
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