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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.issued2018en_US
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.2018010101en_US
dc.identifier.issn1548-3908
dc.identifier.issn1548-3916
dc.identifier.urihttps://dx.doi.org/10.4018/IJTHI.2018010101
dc.identifier.urihttps://hdl.handle.net/20.500.12511/2862
dc.descriptionWOS: 000413325200001en_US
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.en_US
dc.language.isoengen_US
dc.publisherIGI Globalen_US
dc.rightsinfo:eu-repo/semantics/embargoedAccessen_US
dc.subjectGame Elementsen_US
dc.subjectGamificationen_US
dc.subjectGamified Servicesen_US
dc.subjectPLS-SEMen_US
dc.subjectTAMen_US
dc.subjectTechnology Acceptanceen_US
dc.subjectTechnology Adoptionen_US
dc.titleEffect of demographics on use intention of gamified systemsen_US
dc.typearticleen_US
dc.relation.ispartofInternational Journal of Technology and Human Interactionen_US
dc.departmentİstanbul Medipol Üniversitesi, Sağlık Bilimleri Fakültesi, Sağlık Yönetimi Bölümüen_US
dc.authorid0000-0002-5652-8694en_US
dc.identifier.volume14en_US
dc.identifier.issue1en_US
dc.identifier.startpage1en_US
dc.identifier.endpage21en_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.identifier.doi10.4018/IJTHI.2018010101en_US
dc.identifier.scopusqualityQ4en_US


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