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The rise of motivational information systems: A review of gamification research

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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.
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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.

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Artificial Intelligence (AI) : Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy

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, +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

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

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.
References
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Journal ArticleDOI

The theory of planned behavior

TL;DR: Ajzen, 1985, 1987, this article reviewed the theory of planned behavior and some unresolved issues and concluded that the theory is well supported by empirical evidence and that intention to perform behaviors of different kinds can be predicted with high accuracy from attitudes toward the behavior, subjective norms, and perceived behavioral control; and these intentions, together with perceptions of behavioral control, account for considerable variance in actual behavior.

Perceived Usefulness, Perceived Ease of Use, and User

TL;DR: Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage.
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Perceived usefulness, perceived ease of use, and user acceptance of information technology

TL;DR: In this article, the authors developed and validated new scales for two specific variables, perceived usefulness and perceived ease of use, which are hypothesized to be fundamental determinants of user acceptance.
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Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.

TL;DR: Research guided by self-determination theory has focused on the social-contextual conditions that facilitate versus forestall the natural processes of self-motivation and healthy psychological development, leading to the postulate of three innate psychological needs--competence, autonomy, and relatedness.
Related Papers (5)
Trending Questions (1)
How did gamification evolve over time?

The paper states that there has been a rapidly increasing interest in gamification since 2011, both in general and in academia. The amount of academic literature on gamification has consistently risen over the past few years.