What is it about?

This study aims to understand the factors affecting intention to use gamified systems and reveal whether they are affected by gender or age. The theoretical model incorporates ease of use and usefulness of the gamified system as well as the “perceived enjoyment” constructs. According to the findings, age and gender moderate the relationships between usefulness, ease of use, perceived enjoyment and intention to use the gamified system.

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Why is it important?

Gamification has become an influential term in diverse fields ranging from education to systems development and marketing. The recent intensifying emphasis is attributable to enabling technologies and successful practical applications used for changing attitudes and increasing engagement. However relevant academic studies are not wide-spread and this study aims to address this vital research gap.

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This page is a summary of: Effect of Demographics on Use Intention of Gamified Systems, International Journal of Technology and Human Interaction, January 2018, IGI Global,
DOI: 10.4018/ijthi.2018010101.
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