Gamification 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.
|Number of pages||21|
|Journal||International Journal of Technology and Human Interaction|
|Publication status||Published - 31 Mar 2018|