Abstract
Gamification increases user interaction in many industries, including on-demand services. Gamification's effects on on-demand service platforms need further study. This study explores gamification elements' influence on user buying intention on an on-demand service platform. This research extends the theoretical model of the Technology Acceptance Model by incorporating gamification elements, satisfaction, and engagement. Data were collected by survey and analyzed with SEM GSCA. This study found that points and rewards positively and significantly indirectly impact user buying intention. This study expands gamification research to the on-demand service platform sector, needing more scientific research.
Original language | English |
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Pages (from-to) | 1004-1011 |
Number of pages | 8 |
Journal | Procedia Computer Science |
Volume | 234 |
DOIs | |
Publication status | Published - 2024 |
Event | 7th Information Systems International Conference, ISICO 2023 - Washington, United States Duration: 26 Jul 2023 → 28 Jul 2023 |
Keywords
- Gamification
- buying intention
- on-demand service
- research
- technology acceptance model