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AuthorAbu-Shanab, Emad Ahmed
AuthorAl-Sayed, Malak Rasheed
Available date2020-05-14T09:55:42Z
Publication Date2019
Publication NameJournal of Information Technology Research
ResourceScopus
ISSN19387857
URIhttp://dx.doi.org/10.4018/JITR.2019070103
URIhttp://hdl.handle.net/10576/14802
AbstractThis 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.
Languageen
PublisherIGI Global
SubjectAdoption
E-government
Enjoyment
Gamification
Government image
TAM
TitleCan gamification concepts work with E-government?
TypeArticle
Pagination44-59
Issue Number3
Volume Number12


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