连续性
突出
构造(python库)
用户参与度
心理学
公众参与
知识管理
光学(聚焦)
计算机科学
社会心理学
公共关系
政治学
万维网
人工智能
程序设计语言
物理
光学
作者
Ayoung Suh,Christy M. K. Cheung,Manju Ahuja,Christian Wagner
标识
DOI:10.1080/07421222.2017.1297642
摘要
Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a gamified IS in the workplace engages users and encourages them to continue system use. By proposing the concepts of flow experience (FE) and aesthetic experience (AE) as different ways to provide deep and meaningful user engagement, this study develops a model that explores the antecedents of FE and AE and their roles in explaining an individual’s continuance intention to use of a gamified IS. The model is tested using data collected from 178 users of a gamified IS in a global consulting company. The results demonstrate that although FE and AE are complementary forces, AE is more salient than FE for explaining continuance intention. The research proposes AE as a parsimonious yet powerful construct that extends the research on user engagement. The findings contribute to research on gamification by shifting scholarly attention from deep engagement characterized by FE to meaningful engagement characterized by AE.
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