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المؤلفAbu-Shanab, Emad Ahmed
المؤلفAl-Sayed, Malak Rasheed
تاريخ الإتاحة2020-05-14T09:55:42Z
تاريخ النشر2019
اسم المنشورJournal of Information Technology Research
المصدرScopus
الرقم المعياري الدولي للكتاب1938-7857
معرّف المصادر الموحدhttp://dx.doi.org/10.4018/JITR.2019070103
معرّف المصادر الموحدhttp://hdl.handle.net/10576/14802
الملخصThis article predicts the adoption of e-government websites and services by focusing on gamification and enjoyment factors. The sample uses ranked use of points and coupons as the most suitable schemes, while excluding the use of quests and puzzles. In predicting the intention to use e-government, five constructs were used: perceived usefulness, perceived ease of use, enjoyment and innovation, positive influence on government image and negative influence of government images. Results indicated a significant role for enjoyment and innovation based on the gamification context. The influence on government image (positive and negative) were not significant in predicting the intention to use e-government. The coefficient of determination of the regression model was 0.655, which explains 65.5% of the variance in ITU. - Copyright 2019, IGI Global.
اللغةen
الناشرIGI Global
الموضوعAdoption
E-government
Enjoyment
Gamification
Government image
TAM
العنوانCan gamification concepts work with E-government?
النوعArticle
الصفحات44-59
رقم العدد3
رقم المجلد12
ESSN1938-7865
dc.accessType Abstract Only


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