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Effect of demographics on use intention of gamified systems

dc.authorid0000-0002-5652-8694
dc.contributor.authorAydın, Gökhan
dc.date.accessioned10.07.201910:49:13
dc.date.accessioned2019-07-10T19:56:57Z
dc.date.available10.07.201910:49:13
dc.date.available2019-07-10T19:56:57Z
dc.date.issued2018
dc.departmentİstanbul Medipol Üniversitesi, Sağlık Bilimleri Fakültesi, Sağlık Yönetimi Bölümü
dc.descriptionWOS: 000413325200001
dc.description.abstractGamification has become an influential term in diverse fields ranging from education to systems development and marketing. The recent intensifying emphasis is attributable to enabling technologies and successful practical applications used for changing attitudes and increasing engagement. However, relevant academic studies are not wide-spread and this study aims to address this vital research gap. This study is structured to understand the factors affecting intention to use gamified systems and test whether they are affected by gender or age. An online survey study was conducted on a web-based gamified system (EmpireAvenue.com) and following a detailed screening process, a total of 168 fully complete questionnaires were attained. The theoretical model employed was developed upon technology acceptance model (TAM) and modified to incorporate an intrinsic motivation element, namely the "perceived enjoyment" construct. According to the findings, age and gender moderate the relationships between usefulness, ease of use, perceived enjoyment and intention to use the gamified system.
dc.identifier.citationAydın, G. (2018). Effect of demographics on use intention of gamified systems. International Journal of Technology and Human Interaction, 14(1), 1-21. https://dx.doi.org/10.4018/IJTHI.2018010101
dc.identifier.doi10.4018/IJTHI.2018010101
dc.identifier.endpage21
dc.identifier.issn1548-3908
dc.identifier.issn1548-3916
dc.identifier.issue1
dc.identifier.scopusqualityQ4
dc.identifier.startpage1
dc.identifier.urihttps://dx.doi.org/10.4018/IJTHI.2018010101
dc.identifier.urihttps://hdl.handle.net/20.500.12511/2862
dc.identifier.volume14
dc.identifier.wosqualityN/A
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherIGI Global
dc.relation.ispartofInternational Journal of Technology and Human Interactionen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/embargoedAccess
dc.subjectGame Elements
dc.subjectGamification
dc.subjectGamified Services
dc.subjectPLS-SEM
dc.subjectTAM
dc.subjectTechnology Acceptance
dc.subjectTechnology Adoption
dc.titleEffect of demographics on use intention of gamified systems
dc.typeArticle

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