Do gamified elements affect young people’s use behaviour on consumption-related mobile applications?

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Edmund Wut ◽  
Peggy Ng ◽  
Ka Shing Wilson Leung ◽  
Daisy Lee

Purpose This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications. Design/methodology/approach A survey was conducted on 151 young people between the ages of 12 and 25 years. Findings The results showed that use behaviour on consumption mobile applications was affected by gamification. Behavioural intention to use was affected by the performance expectancy (PE) and effort expectancy (EE) of mobile application designs. Mobile applications characteristics do not affect behavioural intention to use mobile applications but through the mediator mobile application designs. Research limitations/implications This study also proposes mechanisms that explain how mobile apps characteristics affect EE and PE through app designs. Use behaviour is affected by Gamification elements. Affective need and social need link up uses and gratification (U&G) theory and unified theory of acceptance and use of technology (UTAUT)in gamification context. This study confirms the affective need affecting behavioural intention (Thongsri et al., 2018). In this regard, the mechanism between the relationship of affective need and behavioural intention was showed. Affective need through both PE and EE influencing behavioural intention. Practical implications Corporations should consider adding gamified elements into consumption-related mobile apps to increasing usage behaviour. Lucky draws, quizzes and games could be built in for mobile apps. Mobile app designs and characteristics could improve user experience by allowing consumers to perform their search and buying processes easily. Mobile app designs will not directly influence “behavioral intention to use” but use behaviour. Social implications Practitioners need to look at the problem from technological and customer perspectives. From technological viewpoint, both mobile apps characteristics and design are important in affecting user behaviour. From customer’s perspective, it would be helpful to add gaming elements to the mobile apps and induce emotion. One may also use visual image to create an immersive experience on the development of storyline. Prospective customers might focus on what is going on in the story and pay less attention on its own logic. Thus, simply lucky draw might not have a true effect since player have its own belief working. A suitable story element could have positive effect on mobile apps use behaviour. Originality/value This study is one of the first to examine the association between gamification and use behaviour on consumption-related mobile applications. A new framework was proposed by integrating UTAUT model and U&G theory.

2019 ◽  
Vol 37 (1) ◽  
pp. 49-66 ◽  
Author(s):  
Ali Mansouri ◽  
Nooshin Soleymani Asl

PurposeThis study aims to investigate the essential components needed to develop a practical mobile application for providing library services to its users.Design/methodology/approachThe study was conducted in a descriptive-survey format. The statistical population constituted the libraries worldwide using mobile applications to provide library services to the users of academic and public libraries. The data were collected through the content-analysis method, World Wide Web and checklists.FindingsIt was found that services such as search, ask a librarian, database, renew, circulation and library hours were frequently used at academic libraries, while the services of search, search through barcode scanners and database were mostly common at public libraries. According to the users of academic and public libraries, circulation and renew, search, ask a librarian and library hours were considered as the most essential services to be included in library mobile applications.Practical implicationsMost libraries usually use mobile apps subjectively. Thus, it is important to identify the most important components of their usage and present them in a suitable pattern. The findings of this study identified the most important components in the design and development of mobile apps and proposed the right model for their integration into libraries.Originality/valueThe practical mobile application proposed here for library services is applicable to all types of libraries and provides an appropriate pattern for mobile application designers.


2017 ◽  
Vol 34 (10) ◽  
pp. 7-10
Author(s):  
Susan Boller

Purpose The purpose of this paper is to demonstrate that library staff can develop their own mobile app without having significant technology experience by using existing, easily accessible low-cost programs. Smart phones and tablets are here to stay. Libraries need to embrace this trend by developing mobile apps to encourage reading and provide access to resources that are safe and educational. It is about putting technology at the service of reading. Susan Boller and Marie-Pierre Preece, librarians at Les Marronniers Primary School at the International School of Geneva, received wide recognition when they were awarded the 2016 ALA Presidential Citation for Innovative International Library Projects for their mobile application “Marronniers Library”. Design/methodology/approach The search to develop a mobile application was challenging. “The process was long and complex, as we had a very small budget and no particular expertise in information technology”. While researching the best way to develop an app for her library, Susan Boller explored a wide range of options with differing costs ranging from a few hundred dollars to over $20,000 (for a custom-built app). Findings It is feasible for a school library with limited resources to develop its own mobile application. The library staff can develop such an app without having significant technology experience by using existing easily accessible low-cost programs. Developing and maintaining such an app do not require specialist IT knowledge, and these can be done internally by people interested in technology. The app is good value. The annual cost, excluding subscriptions to databases, is approximately $400. Such an app is well sustainable. The chosen platform is flexible and allows the content to be continuously maintained and updated internally at any moment without additional cost. Originality/value Having been awarded the 2016 ALA Presidential Citation for Innovative International Library Projects demonstrates the originality of the author's “Marronniers Library” mobile application. It is, to the best of the author's knowledge, the only one of its kind in a primary school library.


2017 ◽  
Vol 2017 ◽  
pp. 1-9 ◽  
Author(s):  
Konglin Zhu ◽  
Zexuan Liu ◽  
Lin Zhang ◽  
Xinyu Gu

Explosive mobile applications (Apps) are proliferating with the popularity of mobile devices (e.g., smartphones, tablets). These Apps are developed to satisfy different function needs of users. Majority of existing App Stores have difficulty in recommending proper Apps for users. Therefore, it is of significance to recommend mobile Apps for users according to personal preference and various constraints of mobile devices (e.g., battery power). In this paper, we propose a mobile App recommendation framework by incorporating different requirements from users. We exploit modern portfolio theory (MPT) to combine the popularity of mobile Apps, personal preference, and mobile device constraints for mobile App recommendation. Based on this framework, we discuss the recommendation approaches by constraints of phone power and limited mobile data plan. Extensive evaluations show that the proposed mobile App recommendation framework can well adapt to power and network data plan constraints. It satisfies the user App preference and mobile device constraints.


2015 ◽  
Vol 6 (3) ◽  
pp. 242-257 ◽  
Author(s):  
Manuel Rivera ◽  
Amy Gregory ◽  
Liza Cobos

Purpose – The purpose of this study is to examine consumer perceptions toward the adoption of mobile technology within the vacation ownership/timeshare segment of the hospitality industry. Despite the proliferation of mobile applications in the greater hospitality and tourism industry, few timeshare companies use this technology. However, customers have expressed strong intentions to use technology. Therefore, this study examines consumers’ attitudes toward and experiences with mobile applications and then through the use of a prototype, examines consumers’ intentions to use a mobile application. The relationships between attitude, experience and usefulness are explored in relation to intention to use. Design/methodology/approach – Consumers that owned timeshares in the Orlando area responded to an online survey invitation from their resort management company. The survey instrument gathered data related to consumers’ attitudes toward and experiences with technology using established measures. A total of 914 surveys were collected and the proposed model was analyzed using path analysis. Findings – Findings indicate that traditional technology adoption antecedents (experience, usefulness and attitude) explain timeshare owners’ intentions to use a mobile application. This is consistent with prior research. However, using established measures, the model explained consumers’ intentions to use the technology with greater certainty than what previous research has reported. Research limitations/implications – The most encouraging and noteworthy implications from the findings are threefold. First, timeshare owners are using mobile technology while traveling (mobile phones, tablets and laptops). The owners’ experiences with mobile devices exert a positive influence that moderates intention to use. In addition, the impact of technology experience on intent to use is mediated by perceived usefulness and attitudes toward the application. Though the sample size was large, limitations do exist, as those surveyed were all owners of a single timeshare resort based in Orlando, Florida. Originality/value – In studies reported to date, there is scarce empirical research regarding mobile application adoption for timeshare owners or information about the factors that drive usage, attitude and adoption. This study discusses important insights about mobile services for an industry that lacks research in information technology.


2015 ◽  
Vol 115 (5) ◽  
pp. 833-852 ◽  
Author(s):  
Yi Ding ◽  
Kah Hin Chai

Purpose – A pressing issue with mobile applications (apps) is continued use. The expectancy disconfirmation theory is employed as the theoretical basis for most studies on continuance. Recognising the experiential aspects of using mobile apps, the purpose of this paper is to extend the existing disconfirmation model to account for the emotional experiences and their influences on continuance. In particular, the authors are interested in the factors that drive the experience of emotions, and how these cognitive drivers differ in shaping distinct emotional experiences (i.e. positive vs negative). Design/methodology/approach – Structural equation modelling was applied on 271 valid responses collected from an online survey conducted among mobile app users. Findings – Disconfirmation affects emotions in a non-linear fashion through arousal, and both positive and negative emotions influence continuance intention. Furthermore, positive emotions tend to be influenced by inherent benefits, whereas negative emotions are more likely to be influenced by instrumental benefits. Research limitations/implications – The generalisability of this study may be enhanced by collecting data from more diverse samples and validating the model on more mobile app categories. Originality/value – This study progresses from the demonstration of a mere impact of emotions on continuance as in several recent empirical inquiries to more nuanced understandings of the role of emotions in forming continuance intention.


2021 ◽  
pp. 231971452110357
Author(s):  
Wajeeha Aslam ◽  
Imtiaz Arif ◽  
Zeeshan Atiq ◽  
Faraz Hussain

This study aims to identify the perception of users, regarding characteristics of retail mobile applications (apps) on perceived benefits and their impact on post-adoption behaviour. On 264 useful responses, exploratory factor analysis, confirmatory factor analysis and structural equation model were applied via using SPSS 22 and Amos 22. The results showed that mobile app features, that is, perceived ubiquity, perceived informativeness, perceived personalization and perceived entertainment significantly impact mobile app usefulness and playful engagement. Only perceived informativeness has an insignificant impact on playful engagement. Both mobile app usefulness and playful engagement have a significant impact on mobile app stickiness, whereas they do not have any impact on mobile app word of mouth (WOM). Mobile stickiness also has a significant impact on mobile app WOM. This study highlights the post-adoption behaviour of the consumer towards retail mobile apps and expands practical knowledge of consumers’ behaviour towards using retail mobile apps.


2016 ◽  
Vol 28 (12) ◽  
pp. 2721-2747 ◽  
Author(s):  
Manuel Rivera ◽  
Robertico Croes ◽  
YunYing Zhong

Purpose This paper aims to examine and identify important attributes for mobile applications (apps) that might dictate tourist preferences for the apps on a small island destination. Guided by the Task Technology Fit (TTF) theory, the study considers the tasks performed, technology characteristics and individuals’ characteristics in determining the mobile apps attribute set. Design/methodology/approach This study uses a conjoint methodology within a case study approach framework. The conjoint analysis allows for assessing preferences from different consumers regarding the objective characteristics of products or services that facilitate the optimal design of product development. Optimal product development is a challenge for destinations, as they strive to achieve and sustain optimal market positions. Mobile apps may empower destinations in this endeavor. The case study approach imparts a context-dependent knowledge that facilitates a more nuanced understanding of consumer preference of use. Findings The results of the conjoint analysis suggest a strategic mapping of the most important attributes including type of content information, coupons and location awareness in defining apps product development. Within each attribute, the study also identifies the significant characteristics of a mobile application that are preferred by tourists. This ranking exists irrespective of familiarity with the destination (first-time and repeat visitors). Research limitations/implications The implication is that revealed preferences anchored in conjoint analysis provide a powerful approach to optimize product development in a small island destination. From a practical perspective, the findings suggest that the developments of a mobile app for a destination must concentrate on fostering spending and consider the app as a new marketing channel. From a theoretical point of view, the current study highlights the usefulness of using the conjoint analysis and the TTF theory as an overarching framework in mapping a multi-attribute decision-making space that influences tourist judgment and preference of use. The conjoint method applied in the study enables researchers to clearly identify a combination of various mobile app attributes that are most influential on tourists’ choice and preference of use. The guiding framework, TTF theory, allows the conjoint product designs to go beyond the technology characteristics to include tasks performed by tourists and their individual characteristics. Originality/value This study is the first to apply a conjoint analysis within the TTF theoretical framework in the context of a small island destination when assessing tourists’ use preferences toward mobile applications, while at the same time investigating whether any differences exist between first-time and repeat visitors. The study demonstrates that complementing the nature of the task (traveling) with context-specific interface and interactive features is an important area of inquiry that can benefit from adopting conjoint analysis.


2020 ◽  
Vol 8 (6) ◽  
pp. 3166-3170

Mobile application has changed the world and day to day lives of people. It has also changed our travel experience by making it more reasonable, useful and effective. Acknowledging the tremendous influence of travel mobile applications towards the travel industry, it made the scholars to know the aspects that influence the traveller’s aim to use the mobile travel apps .Moreover the UTAUT are among the user’s intention model and used limitedly in tourism sector. Thus, the main purpose of the paper is to identify the intention of travellers to use the travel mobile app by using the UTAUT model. This study will come up with different perception of consumer’s adoption and preferences of travel mobile apps


Author(s):  
Sandeep Goyal ◽  
Anandan Pillai ◽  
Sumedha Chauhan

Healthcare initiatives backed by electronic-governance (e-governance) principles have contributed well to the extant literature and practice. Governments and healthcare systems across the world were taken aback by the swamping impact of the COVID-19 pandemic. However, they reacted quickly by developing contact-tracing mobile applications (apps) for creating awareness, providing information about various healthcare initiatives, and helping citizens to use the required information in case of emergency. The major challenge was to develop such e-governance interventions in a short time and ensure their quick adoption among the masses. Hence, it is worthwhile to investigate the factors leading to the adoption of such e-governance initiatives, especially in the context of a widespread pandemic situation. The present study is an attempt to analyze the factors driving the intention to use contact tracing mobile apps launched by governments globally during the COVID-19 pandemic. We have conducted the study in the context of India, where the government launched a community-driven contact tracing mobile app for its citizens during the COVID-19 pandemic in April 2020. The study adopted an empirical approach to test how epistemic value, convenience value, conditional value, functional value, and privacy concerns influenced the intention to use this approach. The study found that intention to use such an app was positively influenced by functional value, which in turn was positively influenced by convenience and conditional values. It suggests that the convenience of using the app, perceived seriousness of the pandemic (i.e., conditional value), and utilitarian benefits (i.e., functional value) of the contact-tracing mobile app enhanced its acceptance. However, its novelty (i.e., epistemic value) and privacy concerns are not significant predictors of intention to use. The study recommends that the government should place more emphasis on improving the functional value which is driven by convenience and context-specific features to push the use of an e-governance initiative during the crisis.


2021 ◽  
Author(s):  
Stephanie Maria Jansen-Kosterink ◽  
Marian Hurmuz ◽  
Marjolein den Ouden ◽  
Lex van Velsen

UNSTRUCTURED Background: eHealth applications have been recognized as a valuable tool to reduce COVID-19’s effective reproduction number. In this paper, we report on an online survey among Dutch citizens with the goal to identify antecedents of acceptance of a mobile application for COVID-19 symptom recognition and monitoring, and a mobile application for contact tracing. Methods: Next to the demographics, the online survey contained questions focussing on perceived health, fear of COVID-19 and intention to use. We used snowball sampling via posts on social media and personal connections. To identify antecedents of acceptance of the two mobile applications we conducted multiple linear regression analyses. Results: In total, 238 Dutch adults completed the survey. Almost 60% of the responders were female and the average age was 45.6 years (SD±17.4). For the symptom app, the final model included the predictors age, attitude towards technology and fear of COVID-19. The model had an R2 of 0.141. The final model for the tracing app included the same predictors and had an R2 of 0.156. The main reason to use both mobile applications was to control the spread of the COVID-19 virus. Concerns about privacy was mentioned as the main reason not to use the mobile applications. Conclusion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Discussion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance.


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