Examining the effect of gamification mobile app on conference engagement: an integration of S-O-R framework and UGT
移动应用程序
心理学
社会学
计算机科学
万维网
作者
Shinyong Jung,Seonjeong Lee,Stephen Leitch
出处
期刊:International Journal of Event and Festival Management [Emerald (MCB UP)] 日期:2024-04-05卷期号:15 (3): 339-357被引量:1
标识
DOI:10.1108/ijefm-08-2023-0070
摘要
Purpose By integrating stimulus-organism-response theory and uses and gratifications theory, this study explored the salient gamification factors that satisfy the gratifications of conference attendees in the context of an event gamification mobile app and their relationships with conference engagement, continuance intention and word-of-mouth. Design/methodology/approach The questionnaire was developed in Qualtrics and administered on a gamification application called Goosechase during an annual hospitality conference. The proposed hypotheses were tested using the partial least square-structural equation modeling (PLS-SEM). Findings The gratifications of social presence, education and entertainment through a gamification mobile app influences attendees’ engagement during the conference while achievement gratification does not. Positive effects of conference engagement on their continuous intention and WOM have been also validated. Originality/value By adopting a unique integrated approach that utilizes UGT and S-O-R framework, while considering conference engagement as work-related engagement, this study offers a fresh perspective on gamification apps and discusses its theoretical and practical implications in depth.