Gamification Use Intention : Examining the technology acceptance factors that define gamification use intention

University essay from Jönköping University/IHH, Företagsekonomi

Abstract: During the past years, gamification has become an influential trend in technology and the promises are widespread. The definition of gamification is known as the implementation of game elements (leaderboards, badges, points) within a non-game context. The term emerged as a result of business digitalization showing potential in increasing employee engagement and productivity. As a result of its infancy, little is known about the factors that define the use intention of a prospective user. Moreover, the role that different demographic backgrounds might have on the use intention of potential users is largely unknown.  This study has specifically sought to uncover these factors by subjecting the constructs of the Technology Acceptance Model within the context of gamification. The study investigates the factors that define the intention of users to engage in platforms based on gamification. Furthermore, by exploring the link between demographic factors and gamification use intention, this study contributes to filling an important research gap. Where prior research has predominantly focused on examining the effects of age and gender, this study has aimed to propose new findings on the factors of educational background and IT literacy.  This research has employed a quantitative research method based on the collection of survey responses. For data collection, an online survey was conducted within the organizational context of Volvo CE, 93 survey responses have been taken into consideration for the analysis. The data analysis method of choice is based on PLS-SEM, with the analysis performed through the software programmes SmartPLS and SPSS. Through this method, the relevance of the constructs to Gamification Use Intention (GUI) could be investigated, whilst the controlling effect of demographics was also uncovered. The conclusions indicate that the two main defining technological acceptance factors for gamification use intention are perceived enjoyment, and perceived usefulness. Additionally, perceived ease of use has materialized as an indirect indicator of GUI through its positive effect on enjoyment and usefulness. In the case of the demographic factors, gender was found to have no effect, age decreases GUI as individuals are older, individuals with higher IT literacy experience higher GUI, and higher GUI is found for individuals with lower educational backgrounds.

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