政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/129014
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  全文笔数/总笔数 : 113325/144300 (79%)
造访人次 : 51186952      在线人数 : 895
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜寻范围 查询小技巧:
  • 您可在西文检索词汇前后加上"双引号",以获取较精准的检索结果
  • 若欲以作者姓名搜寻,建议至进阶搜寻限定作者字段,可获得较完整数据
  • 进阶搜寻


    请使用永久网址来引用或连结此文件: https://nccur.lib.nccu.edu.tw/handle/140.119/129014


    题名: 調查中國手機用戶持續使用慈善群募遊戲化APP之影響因素
    Investigating factors affecting Chinese mobile users’ continuous use of charitable crowdfunding gamified applications
    作者: 周婧雯
    Zhou, Jing-Wen
    贡献者: 林翠絹
    Lin, Trisha T. C.
    周婧雯
    Zhou, Jing-Wen
    关键词: 慈善群募
    持續使用意圖
    混合研究
    期望確認理論
    遊戲化
    Charitable crowdfunding
    Continuance intention
    Mixed-method research
    Expectation Confirmation Theory
    Gamification
    日期: 2020
    上传时间: 2020-03-02 11:42:08 (UTC+8)
    摘要: 近年來,為非營利目的募資的慈善群募遊戲化APP在中國層出不窮(Li et al., 2018)。熱門的慈善群募遊戲化APP(如螞蟻森林、螞蟻莊園)已吸引了數億中國網民的關注與使用(阿里巴巴公益,2020)。遊戲化被定義為非遊戲情境下遊戲設計元素的應用(Deterding et al., 2011),鼓勵用戶參與(Seaborn & Fels, 2015)。儘管過去研究已調查慈善群募的捐贈意願(Moon & Hwang, 2018; Liu et al., 2018),卻很少有研究調查用戶為何持續使用慈善群募遊戲化APP。因此本研究意圖了解中國手機用戶持續使用慈善群募遊戲化APP的情況,並調查用戶持續使用意圖的影響因素。
    基於期望確認模型(Expectation-confirmation theory, ECT)與科技接受模型(Technology Acceptance Model, TAM),本研究採用混合法(訪談與調查)檢查用戶持續使用意圖的影響因素:在科技方面,感知有用性(Perceived usefulness)、感知易用性(Perceived ease of use)、遊戲化(Gamification)與信任(Trust)被納入考量;在用戶方面,除期望確認(Confirmation)外,新引入愉悅感(Enjoyment)、利他主義(Altruism)與習慣(Habit)變項;在社會方面,以往研究普遍關注的主觀規範(Subject norms)與社會比較(Social comparison)一同被納入考量。首先,本研究在線招募15名18-50歲的螞蟻莊園APP活躍用戶,通過面對面的半結構訪談探索影響他們持續使用的因素。其次,本研究在線招募419位18-50歲的慈善群募遊戲化APP持續用戶參與問卷調查,檢驗科技、用戶、社會三方面的因素如何影響用戶的滿意度與持續使用意圖。
    訪談發現,大多數受訪者對過去使用螞蟻莊園APP的經歷都感到非常滿意,這直接提高了用戶的持續使用意圖。感知易用性提高了40-50歲受訪者的持續使用意圖,因為螞蟻莊園APP使用起來沒有技術困難,容易上手。對於生活忙碌的年輕用戶而言,螞蟻莊園APP操作起來簡單方便,不必耗費太多時間與精力。同時,螞蟻莊園APP用戶的持續使用意圖會因信任支付寶平台而有所增加。在用戶相關因素方面,受訪者享受螞蟻莊園APP的遊戲體驗。但相比之下,幫助他人和捐贈給他們帶來更大的成就感,刺激持續使用意圖。在社會方面,用戶之間的社會比較可激勵他們持續使用螞蟻莊園APP。
    基於訪談結果,本研究建立研究模型。問卷數據的階層復回歸結果表明:在科技方面,當用戶認為慈善群募遊戲化APP容易使用時,他們會更願意繼續使用。同時,感知易用性、遊戲化與信任也與用戶滿意度正相關,間接影響用戶持續使用意圖。在用戶方面,期望確認與愉悅既顯著影響用戶滿意度,又與持續使用意圖正相關。習慣傾向較強的用戶對所用慈善群募遊戲化APP更滿意,且更願意持續使用。此外,社會比較對慈善群募遊戲化APP的持續使用也有正向效果。但利他動機與主觀規範無法顯著預測用戶的持續使用意圖。
    本研究從理論與實務兩方面提供貢獻。從理論上講,以往研究缺乏對慈善群募遊戲化APP的關注,本研究延伸過去研究以混合法檢驗用戶持續使用意圖的影響因素。在實務方面,研究結果為今後慈善群募遊戲化APP的開發與改進提供針對性的意見,尤其是幫助設計有效策略來競爭用戶有限的使用時間。
    In recent years, gamified charitable crowdfunding apps raising funds for non-profit purposes gained a great popularity in China (Li et al., 2018). Popular gamified apps (i.e. Ant Forest and Ant Manor) have attracted millions of users (Alibaba Philanthropy, 2020). Gamification, defined as game elements of the app (Deterding et al., 2011), encouraged users` engagement (Seaborn & Fels, 2015). Although past studies have examined users` intention for crowdfunding (Moon & Hwang, 2018; Liu et al., 2018), scarce research investigated why people continuously use gamified charitable crowdfunding apps. Thus, this study aims to investigate the continuous use of charitable crowdfunding gamified apps in China.
    Based on Expectation Confirmation Theory (ECT) and Technology Acceptance Model (TAM), this mixed-method study (interview and survey) examines influential factors of users` continuance intention: In terms of technology, perceived usefulness, perceived ease of use, gamification, and trust are considered. In terms of users, except for confirmation, new variables ( e.g. enjoyment, altruism, habit) are introduced. As to social factors, subjective norms, generally concerned in previous studies, is included. Social comparison is also considered. First, we interviewed 15 active users aged 18 to 50 years old of popular Ant Manor App to explore what influenced their continuance. Next, a web survey which recruited 419 gamified charitable crowdfunding apps’ active users aged 18 to 50 years aimed to investigate impacts of three dimensional factors (technological characteristics, personal trait, and societal influences) on users’ satisfaction and their continuous use intention.
    Analyzing the interview data thematically, the results showed that the majority of respondents felt highly satisfied with prior use experiences of the gamified app, contributing greatly to continuance intention. Perceived ease of use supported older users` (40-50 year old) continuous intention, while young users with a busy lifestyle preferred less effort and time spent on using such app. Also, user` trust of platforms (e.g. Alipay) where the apps operated increased their continuous usage. As for user-related factors, interviewees got enjoyment from game experiences. Comparatively, motivation to help others and donation gave them greater sense of fulfillment, stimulating continuous use. In terms of social factors, social comparison urged users to consistently play this charitable app.
    We established a research model based on the interview results. Hierarchical Multiple Regression results of the survey data show that: Technologically, when users perceived charitable crowdfunding gamified apps as being ease of use, they tended to continue using. Next, perceived ease of use, gamification as well as trust, were positively associated with users` satisfaction, indirectly influencing their continuance intention. Besides, confirmation-enjoyment was positively associated with users` satisfaction and continuance intention. Respondents with a higher level of habitual use felt more satisfied and tended to continuously use the apps. Moreover, social comparison also positively influence continuous intention. Yet, altruism and subject norms showed no influence on gamified charitable crowdfunding apps` continuous use.
    Theoretically, the mixed-method findings of this exploratory study shed light to the factors influencing the continuous use of charitable crowdfunding gamified apps in China. Practically, understanding influential factors help practitioners develop effective strategies to compete for mobile users` limited usage time.
    參考文獻: 一、中文文献
    孔慶玲(2019年1月21日)。〈調查:巴西人每天使用手機時間排名全球前五〉,《中國新聞網》。取自http://www.chinanews.com/gj/2019/01-21/8735105.shtml
    王大慶(2017)。 〈探析互联网公益项目的传播特征——以「蚂蚁森林」为例〉,《新聞研究導刊》,08(23):96-97。
    中國互聯網信息中心(2015)。《2014-2015年中國手機遊戲用戶調研報告》。取自http://www.cac.gov.cn/files/pdf/cnnic/20142015phonegame.pdf
    《中華人民共和國慈善法》(2016)。
    中國互聯網信息中心(2019)。《第44次中國互聯網路發展狀況統計報告》。取自http://www.cnnic.cn/hlwfzyj/hlwxzbg/hlwtjbg/201908/P020190830356787490958.pdf
    中青網教育(2019年4月20日)。〈95後手機使用心理與行為白皮書:每天使用手機8.33小時〉,《騰訊網》。取自https://new.qq.com/omn/20190420/20190420A0CEV5.html
    代寶、劉業政(2015)。〈基於期望確認模型、社會臨場感和心流體驗的微信用戶持續使用意願研究〉,《現代情報》,35(3):19-23。
    李昆翰(2014)。〈遊戲化的機制與設計〉,《國教新知》,61(4),13-21。
    李武、趙星(2016)。〈大學生社會化閱讀APP持續使用意願及發生機理研究〉,《中國圖書館學報》,42(221):52-65。
    李夢娣(2018)。〈場景理論視域下「互聯網+公益」的傳播模式探索——以「螞蟻森林」為例〉,《新聞世界》,06:69-73。
    江陽(2018)。〈「互聯網+慈善事業」的有益嘗試〉,《中國民政》,9。
    牟裏楠(2015年11月3日)。〈慈善法限制公益眾籌?看看國外捐贈眾籌如何做〉。取自零壹財經網頁http://alpha.iyoucai.com/article/2010.htm
    李嘉玥、甄淑儀、黃國敏、許思安(2018)。〈「互联网+」背景下本科生「Free公益」参与现状及心理〉,《心理學進展》,08(09):1322-1338。
    李曼、王健錚(2019)。〈「互聯網+」背景下我國網路募捐法律問題研究〉,《現代農業研究》,08:117-118。
    余曉宇(2019年12月26日)。〈互聯網公益的邊界在哪?〉,《財富》。取自http://www.fortunechina.com/business/c/2019-12/26/content_354917.htm
    冷思真(2019年9月9日)。〈上半年中國網友捐了18億,除了花錢,他們還走路、養雞、養熊貓來做公益〉,《36氪》。取自https://36kr.com/p/5244724
    吳岱芸(2015)。〈從遊戲到遊戲化:行銷溝通遊戲化理論初探〉,《新聞學研究》,124:215-251。
    吳懟懟(2018年4月20日)。〈從微信捐步、螞蟻森林到熊貓守護者,輕量化的微公益怎麼玩?〉,《砍柴網》。取自http://tech.ikanchai.com/article/20180420/208934.shtml
    范小青、薛松岩、莫森(2010)。〈社交網站偷菜遊戲中的人際互動與社會資本研究〉,《中國出版》,23,66-70。
    林秀雲譯(2016)。《社會科學研究方法》,台北:新加坡商聖智學習亞洲私人有限公司台灣分公司。(原書Babbie, E.[2015]. The Practice of Social Research, 14e.)
    周昕彤(2018)。〈「螞蟻森林」微公益傳播的受眾研究〉。廣西大學新聞與傳播專業碩士論文。
    周長城(2019)。〈打造網路慈善運營文化模式〉,《人民論壇》,22:64。
    周志民、呂嘉祺、鄭玲(2019)。〈遊戲化應用互動性對移動APP用戶持續使用意願的影響〉,《財經論叢》,02:96-104。
    姚大志(2015)。〈利他主義與道德義務〉,《社會科學戰線》,05:24-30。
    柳森(2017年9月9日)。〈見識|互聯網公益時代真的來了〉,《上觀》。取自https://www.jfdaily.com/news/detail?id=64440
    韋兵、付舒、王嘉欣(2017)。〈影響公益眾籌參與程度的心理因素研究〉,《新西部》,18:16-17。
    柯湘(2017)。〈互聯網公益眾籌:現狀、挑戰及應對——基於《慈善法》背景下的分析〉,《貴州財經大學學報》,06:53-60。
    胡霜(2018)。〈線上公益對青年行為方式與價值觀的影響——以螞蟻森林為例〉,《科教導刊(下旬)》,05:148-149。
    孫天琪、喬奇(2018)。〈大數據時代中國綠色金融公益的實踐與探索——以螞蟻森林為例〉,《管理觀察》,27:117-118。
    馬瑞迎 (2018)。〈90後人群參與網路慈善眾籌調查分析〉,《中國報業》,16-18。
    洪明意、龍海俠、吳麗華、王強(2019)。〈移動學習APP用戶持續使用意願影響因素研究〉,《中小學電教》,04:51-55。
    候俊東(2009)。〈非營利組織感知特性對個人捐贈行為影響研究〉。華中科技大學企業管理博士論文。
    陰麗佳、贠曉哲(2017)。〈綠色金融產品消費者使用意願研究——以支付寶為例〉,《當代經濟》,28:20-23。
    陳小燕(2017)。〈「互聯網+」背景下螞蟻森林的實施現狀與問題分析〉,《現代商貿工業》,21:48-49。
    陳炫碩、張耿郡、詹智超(2017)。〈行動應用程式的持續使用行為之研究〉,《商管科技季刊》,18(3):315-348。
    陳呂菡、朱小棟(2018)。〈基於微信社交媒體的公益眾籌捐贈意願影響因素實證研究〉,《中國林業經濟》,04:107-112。
    張明敏(2018年10月10日)。〈互聯網公益進入3.0時代〉,《新華網》。取自http://www.xinhuanet.com/gongyi/2018-10/10/c_129968467.htm
    夏凱(2018)。〈生活服務類手機App用戶持續使用影響因素研究——以「支付寶」手機客戶端為例〉,《科技傳播》,24:118-119。
    郭雅、王子怡、高語聰、黃穎詩(2018)。〈大學生對互聯網公益項目的持續使用行為意向調查以「螞蟻森林」為例〉,《心理學進展》,08(07):880-888。
    袁露(2019)。〈基於期望確認模型的付費語言學習APP持續使用意願〉。鄭州大學新聞與傳播碩士論文。
    張進美(2012)。〈中國城市居民慈善捐款行為影響因素研究〉。東北大學社會保障博士論文
    許晉豫(2016年4月5日)。〈微信「捐步」:平凡人腳尖下的公益力量〉,《新華網寧夏頻道》。取自 https://kknews.cc/society/6l2kkgv.html
    彭琳、劉斌(2017)。〈中國投資者在捐贈型眾籌中參與意願的決定因素〉,《中國管理科學》,25:87-91。
    黃雲靈(2017年5月16日)。〈浙江要把杭州「無現金」模式推廣到全省〉,《新華網》。取自http://www.zj.xinhuanet.com/zjEconomics/20170516/3711615_c.html
    黃焌豪(2018)。〈探討強迫使用、遊戲化系統疲勞 與中斷使用之關係〉。東海大學資訊管理學系碩士論文。
    黃青云(2019)。〈《慈善法》背景下的公益眾籌的法律困境研究〉,《中國集體經濟》,14:110-111。
    新京報(2016年1月22日)。〈慈善和公益有什麼不同?〉,《新華網》。取自http://www.xinhuanet.com//politics/2016-01/22/c_128655634.htm
    周楚卿(2019年10月2日)。〈支付寶全球用戶超12億〉,《新華網》。取自http://www.xinhuanet.com/2019-10/02/c_1125068270.htm
    楊彩霞(2018)。〈旅遊預訂類App用戶持續使用行為〉。暨南大學企業管理碩士論文。
    楊敏(2018)。〈微信朋友圈慈善眾籌信息分享行為影響因素探究——以水滴籌為例〉,《圖書情報導刊》,3(10):59-67。
    綠色數字金融聯盟(2017)。《擴大公民應對氣候變化行動的規模效應:螞蟻金服致力於提供數字金融解決方案》。柏林:陳龍、孫濤、Simon Zadek。
    寧昌會、奚楠楠(2017)。〈國外遊戲化行銷研究綜述與展望〉,《外國經濟與管理》,39(10):74。
    翟姍姍、孫雪瑩、李進華(2019)。〈基於社交體驗的移動APP持續使用意願研究——以網易云音樂為例〉,《現代情報》,39(2):128-135。
    謝晗(2018)。〈我國互聯網捐贈眾籌的法律規制〉。華南理工大學法律碩士論文。
    羅爭光(2017年11月2日)。〈中國慈善聯合會:我國2016年捐贈總額1392億元 相當於每人捐贈100元〉,《新華網》。取自http://www.xinhuanet.com//politics/2017-11/02/c_1121897594.htm
    羅佳(2018年8月8日)。〈慈善眾籌並非公益行為〉,《人民網》。取自http://gongyi.people.com.cn/n1/2018/0808/c151132-30215901.html
    龔曙明(2005)。《市場調查與預測》。北京:清華大學出版社。
    龔丹(2019)。〈資訊聚合類新聞APP用戶持續使用行為研究〉。北京郵電大學管理科學與工程碩士論文。

    二、英文文献
    Aarts, H., Verplanken, B., & van Knippenberg, A. (1998). Predicting behavior from actions in the past: Repeated decision making or a matter of habit? Journal of Applied Social Psychology, 28, 1355-1374.
    Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179-211.
    Amoroso, D., & Lim, R. (2017).The mediating effects of habit on continuance intention. International Journal of Information Management, 37(6), 693-702.
    Andreoni, J. (1990). Impure altruism and donations to public goods: A theory of warm-glow giving. The Economic Journal, 100(401), 464-477.
    Andrews, D., Baines, T., Hall, J., & Woods, T. (2017). Unlock your insight: Employing a gamified app to engage manufacturers with servitization. Paper presented at EurOMA 2017, Edinburgh, United Kingdom.
    Attride-Stirling, J. (2001). Thematic networks: An analytic tool for qualitative research. Qualitative research, 1(3), 385-405.
    Ba, S., Whinston, A.B., & Zhang, H. (2003). Building trust in online auction markets through an economic incentive mechanism. Decision Support Systems, 35(3), 273-286.
    Babbie, E. (2014). The Basics of Social Research (6th ed.). California: Wadsworth Cengage.
    Bachmann, A.,Becker, A., Buerckner, D., Hilker, M.,Kock,F.,Lehmann, M.,...Funk, B. (2011). Online peer-to-peer lending--a literature. Journal of Internet Banking and Commerce, 16(2). Retrieved from https://www.researchgate.net/publication/236735575_Online_Peer-to-Peer_Lending--A_Literature
    Bannerman, S. (2013). Crowdfunding culture, Journal of Mobile Culture, 7(1), 1-30.
    Barnett, C. (2015, Jun 9). Trends show crowdfunding to surpass VC in 2016. Forbes. Retrieved from https://www.forbes.com/sites/chancebarnett/2015/06/09/trends-show-crowdfunding-to-surpass-vc-in-2016/#2ff8f6884547
    Basu, S. (2010, October). 5 cool edutainment games you can play and also donate to charitable causes. Retrieved from https://www.makeuseof.com/tag/5-cool-edutainment-games-play-donate-charitable/
    Beldad, A., Gosselt, J., Hegner, S., & Leushuis, R. (2015). Generous but not morally obliged? Determinants of dutch and American donors’ repeat donation intention (REPDON). VOLUNTAS: International Journal of Voluntary and Nonprofit Organizations, 26(2), 442-465.
    Belleflamme, P., Lambert, T., & Schwienbacher, A. (2014). Crowdfunding: Tapping the right crowd. Journal of Business Venturing, 29(5), 585-609.
    Bhattacherjee, A. (2001). Understanding information systems continuance: An expectation confirmation model. MIS Quarterly, 25(3),270-351.
    Bista, S.K., Nepal, S., Colineau, N., & Paris, C. (2012, Oct). Using gamification in an online community. Paper presented at the 8th International Conference on Collaborative Computing, Pittsburgh, PA.
    Boulos, M. N. K., & Yang, S. P. (2013). Exergames for health and fitness: the roles of GPS and geosocial apps. International Journal of Health Geographicsvolume, 12 (18).
    Boyce, C. & Neale, P. (2006) . Conducting in-depth Interviews: A Guide for Designing and Conducting In-Depth Interviews. Pathfinder, USA.
    Bradford, C.S. (2012). Crowdfunding and the federal securities laws. Columbia Business Law Review, 1(1), 1-150.
    Bretschneider, U., Knaub, K., & Wieck, E. (2014). Motivations for crowdfunding: What drives the crowd to invest in start-ups?. Proceedings of the European Conference on Information Systems (ECIS) 2014.
    Bryman, A. (2008). Why do researchers integrate/combine/mesh/blend/mix/merge/fuse/quantitative and qualitative research. Advances in mixed methods research, 87-100.
    Bunchball (2010, October). Gamification 101: An introduction to the use of game dynamics to influence behavior. Retrieved from http://jndglobal.com/wp-content/uploads/2011/05/gamification1011.pdf
    Burke, C.S., Sims, D.E., Lazzara, E.H., & Salas, E. (2007). Trust in leadership: a multi-level review and integration. The Leadership Quarterly, 18(6), 606-632.
    Cafazzo, J.A., Casselman, M., Hamming, N., Katzman, D.K., & Palmert, M.R. (2012). Design of an mHealth app for the self-management of adolescent type 1 diabetes: a pilot study. J Med Internet Res, 14(3), e70.
    Chang, S.-C., & Tung, F.-C. (2008). An empirical investigation of students` behavioural intentions to use the online learning course websites. British Journal of Educational Technology, 39(1), 71-83.
    Chellappa, R. K., & Pavlou, P. A. (2002). Consumer trust in electronic commerce transactions, Logist Inform Manage, 15(5/6), 358-368.
    Cho, J. (2016). The impact of post-adoption beliefs on the continued use of health apps. International Journal of Medical Informatics, 87, 75-83.
    Choy, K., & Schlagwein, D. (2015, May). IT affordances and donor motivations in charitable crowdfunding: The “Earthship Kapita” case. Paper presented at European Conference on Information Systems, Münster, Germany.
    Cheung, C. M. K., Chiu, P.-Y., & Lee, M. K. O. (2011). Online social networks: Why do students use Facebook?. Computers in Human Behavior, 27(4), 1337-1343.
    Cheung, C.-K., & Chan, C.-M. (2000). Social-cognitive factors of donating money to charity, with special attention to an international relief organization. Evaluation and Program Planning, 23(2), 241-253.
    Cheung, C.M.K., & Lee, M. K. O. (2006). Understanding consumer trust in internet shopping: a multidisciplinary approach. Journal of The American Society For Information Science And Technology, 57(4), 479-492.
    Chrons, O., & Sundell, S. (2011, Aug). Digitalkoot: Making old archives accessible using crowdsourcing. Paper presented at HCOMP 2011, San Francisco, California.
    Christy, K. R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women`s math performance. Computers & Education,78, 66-77.
    Corcoran, K., Crusius, J., & Mussweiler, T. (2011). Social comparison: Motives, standards, and mechanisms. In D. Chadee (Ed.), Theories in social psychology (pp. 119-139). Oxford, UK: Wiley-Blackwell.
    Cox, J., Nguyen, T., Thorpe, A., Ishizaka, A., Chakhar, S., & Meech, L. (2018). Being seen to care: The relationship between self-presentation and contributions to online pro-social crowdfunding campaigns. Computers in Human Behavior, 83, 45-55.
    Cyr, D., Head, M., & Ivanov, A. (2006). Design aesthetics leading to m-loyalty in mobile commerce. Information and Management, 43(8), 950-963.
    Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319-340.
    Davis, F. D., Bagozzi, R. P., & Warshaw, P. R.(1989). User acceptance of computer technology: a comparison of two theoretical models. Management Science, 35(8), 982-1003.
    Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1992). Extrinsic and intrinsic motivation to use computers in the workplace. Journal of Applied Social Psychology, 22(14), 1111–1132.
    Debois, S. (2019). 10 advantages and disadvantages of questionnaires (Updated 2019). Retrieved from SurveyAnyplace: https://surveyanyplace.com/questionnaire-pros-and-cons/
    Degasperi, N. C., & Mainardes, E. W. (2017). What motivates money donation? A study on external motivators. Revista de Administração, 52(4), 363-373.
    Denny, P. (2013, May). The effect of virtual achievements on student engagement. Paper presented at CHI 2013: Changing perspectives, Paris, France.
    Deterding, S. (2012). Gamification: designing for motivation. Interactions, 19, 14-17.
    Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, Sep). From game design elements to gamefulness: defining gamification. Paper presented at the 15th international academic MindTrek conference: Envisioning future media environments, Tampere, Finland.
    Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: practical implications and outcomes. Comput. Educ., 63, 380-392.
    Dunning, D., & Hayes, A. F.(1996). Evidence of egocentric comparison in social judgment. Journal of Personality and Social Psychology, 71, 213-229.
    Easwaramoorthy, M., & Zarinpoush, F. (2006). Interviewing for research. Imagine Canada, Toronto. Retrieved from http://sectorsource.ca/sites/default/files/resources/files/tipsheet6_interviewing_for_research_en_0.pdf
    Edwards, E. A., Caton, H., Lumsden, J., Rivas, C., Steed, L., Pirunsarn, Y.,...Walton, R. T. (2018). Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game. JMIR Serious Games, 6 (4), e10252. Retreived from https://games.jmir.org/2018/4/e10252/?ref=upflow.co
    Erb, K. P. (2017, August 31). J.J. Watt raises millions for flood relief, making charitable crowdfunding history. Forbes. Retrieved from https://www.forbes.com/sites/kellyphillipserb/2017/08/31/j-j-watt-raises-millions-for-flood-relief-making-charitable-crowdfunding-history/#443d59db5cbb
    Fang, I.-C., & Fang, S.-C. (2016). Factors affecting consumer stickiness to continue
    using mobile applications. Int. J. Mobile Communications, 14(5), 431-453.
    Fishbein, M., & Ajzen, I. (1975). Belief, attitude, intention, and behavior: An introduction to the theory and research. Reading, MA: Addison-Wesley.
    Gefen, D., Karahanna, E., & Straub, D.W. (2003). Trust and TAM in online shopping: an integrated model, MIS Quarterly,27(1), 51-90.
    Gibbons, F. X., & Buunk, B. P. (1999). Individual differences in social comparison: Development of a scale of social comparison orientation. Journal of Personality and Social Psychology, 76, 129-142.
    Gillespie, T. W., & Hillyer, C. D. (2002). Blood donors and factors impacting the blood donation decision. Transfus Med Rev,16(2), 115-30.
    Gleasure, R., & Feller, J. (2016). Emerging technologies and the democratization of financial services: a meta triangulation of crowdfunding research. Information and Organization, 26(4), 101–115.
    Godin, G., Conner, M., Sheeran, P., Bélanger-Gravel, A., & Germain, M. (2007). Determinants of repeated blood donation among new and experienced blood donors. Transfusion, 47(9), 1607-1615.
    Goehle, G. (2013). Gamification and web-based homework. PRIMUS 2013, 23(3), 234-246.
    Ha, S., & Stoel, L. (2009). Consumer e-shopping acceptance: Antecedents in a technology acceptance model. Journal of Business Research, 62 (5), 565-571.
    Haas, P., Blohm, I., & Leimeister, JM. (2014, Dec) An empirical taxonomy of crowdfunding intermediaries. Paper presented at the 2014 International Conference on Information Systems (ICIS 2014), Auckland, New Zealand.
    Hair, J. F., Risher, J. J., Sarstedt, M., & Ringle, C. M. (2018). When to use and how to report the results of PLS-SEM. European Business Review, 31(1), 2–14.
    Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? ̶−A literature review of empirical studies on gamification. Paper presented at the 47th Hawaii International Conference on System Science, Big Island, Hawaii.
    Hamari, J., & Koivisto, J. (2015). Why do people use gamification services?. International Journal of Information Management, 35(4), 419-431.
    Hanus, M.D., & Fox, J.F. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.
    Hars, A., & Ou, S. (2002). Working for free? Motivations for participating in open-source projects. International Journal of Electronic Commerce, 63(3), 25-39.
    Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: Conceptual foundations. The Journal of Marketing, 50-68.
    Howe, J. (2008). Crowdsourcing: Why the power of the crowd is driving future of business. New York, NY.
    Hsiao, C.-C., & Chiou, J.-S. (2012). The effects of a player’s network centrality on resource accessibility, game enjoyment, and continuance intention: A study on online gaming communities. Electronic Commerce Research and Applications, 11, 75-84.
    Hsiao, C.-H., Chang, J.-J., & Tang, K.-Y. (2016). Exploring the influential factors in continuance usage of mobile social Apps: Satisfaction, habit, and customer value perspectives. Telematics and Informatics, 33(2), 342-355.
    Hsu, C.-L., & Lin, J. C.-C. (2008). Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation. Information & Management, 45(1), 65-74.
    Hsu, M.-H., Chang, C.-M., & Chuang, L.-W. (2015). Understanding the determinants of online repeat purchase intention and moderating role of habit: The case of online group-buying in Taiwan. International Journal of InformationManagement, 35(1), 45-56.
    Hu, J., & Zhang, Y. (2016). Understanding Chinese undergraduates’ continuance intention to use mobile book-reading apps: An integrated model and empirical study. International Journal of Libraries and Information Studies, 66(2), 85-99.
    Hu, P. J., Chau, P. Y. K., Liu, Q. R. S., & Tam, K. Y. (2015). Examining the technology acceptance model using physician acceptance of telemedicine technology. Journal of Management Information Systems, 16(2), 91-112.
    Huotari, K., & Hamari, J. (2012, Oct). Defining gamification-A service marketing perspective. Paper presented at the 16th international academic MindTrek conference, Tampere, Finland.
    Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31.
    Högberg, J., Hamari, J., & Wästlund, E. (2019). Gameful experience questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use. User Modeling and User-Adapted Interaction, 29, 619-660.
    Jin, L. Y., & Park, J. (2016). Effects of platformization strategy on continuance
    intention of mobile messaging apps. Int. J. Mobile Communications, 14(3), 291-308.
    Kang, M. H., Gao, Y. W., Wang, T., & Zheng, H. C. (2016).Understanding the determinants of funders’ investment intentions on crowdfunding platforms: A trust-based perspective. Industrial Management & Data Systems, 116(8), 1800-1819.
    Kelman, H. C. (1958). Compliance, identification, and internalization: three processes of attitude change. Journal of Conflict Resolution, 2, 51-60.
    Khaddage, F., Lattemann, C. & Acosta-Díaz, R. (2014). Mobile gamification in education engage, educate and entertain via gamified mobile apps. Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference, 1654-1660.
    Khalifa, M., & Liu, V. (2007). Online consumer retention: contingent effects of online shopping habit and online shopping experience. European Journal of Information Systems, 16(6), 780-792.
    King, D., Greaves, F., Exeter, C., & Darzi, A. (2013). ‘Gamification’: Influencing health behaviours with games. Journal of the Royal Society of Medicine, 106(3), 76-78.
    Klinowski, D., Argo, N., & Krishnamurti, T. (2016). The completion effect in charitable crowdfunding. Paper presented at the 2015 Science of Philanthropy
    Initiative Conference. Retrieved from https://pdfs.semanticscholar.org/48ad/187843441af4c431483f6896202efba3d4a8.pdf
    Ko, H. C. (2013). The determinants of continuous use of social networking sites: An empirical study on Taiwanese journal-type bloggers’ continuous self-disclosure behavior. Electronic Commerce Research and Applications, 12(2), 103-111.
    Kock, N., & Lynn, G. (2012). Lateral collinearity and misleading results in variance-based SEM: an illustration and recommendations. Journal of the Association for Information Systems, 13(7), 546-580.
    Lee, M., & Tsai, T. (2010). What drives people to continue to play online games? An extension of technology model and theory of planned behavior. International Journal of Human-Computer Interaction, 06(26), 601-620.
    Lee, M.-C. (2010). Explaining and predicting users’ continuance intention toward e-learning: An extension of the expectation–confirmation model. Computers & Education, 54(2), 506-516.
    Li, W., Grossman, T., & Fitzmaurice, G. (2012, Oct). GamiCAD: a gamified tutorial system for first time AutoCAD users. Paper presented at UIST`12. Cambridge, MA.
    Li, Y.-Z., He,T.-L., Song, Y.-R., Yang, Z., & Zhou, R.-T. (2018). Factors impacting donors’ intention to donate to charitable crowd-funding projects in China: a UTAUT-based model. Information, Communication & Society, 21(3), 404-415.
    Li, L., & Peng, Z. (2019). Research on sustainable development——take "Ant Forest" for example. IOP Conf. Series: Earth and Environmental Science, 242(5), 052031. Retrieved from https://iopscience.iop.org/article/10.1088/1755-1315/242/5/052031/pdf
    Liang, T.-P., Wu, S. P.-J., & Huang, C.-C. (2018). Why funders invest in crowdfunding projects: Role of trust from the dual-process perspective. Information & Management, 56(1), 70-84.
    Limayem, M., Hirt, S. G., & Cheung, C.M.K. (2007). How habit limits the predictive power of intention: the case of information systems continuance, MIS Quarterly, 31(4), 705-737.
    Lin, C., & Bhattacherjee, A. (2010). Extending technology usage models to interactive hedonic technologies: a theoretical model and empirical test. Information Systems Journal, 20(2), 163-181.
    Lin, C.S., Wu, S., & Tsai, R. J. (2005). Integrating perceived playfulness into expectation–confirmation model for web portal context. Information & Management, 42(5), 683-693.
    Lin, H.-F. (2008). Determinants of successful virtual communities: Contributions from system characteristics and social factors. Information and Management, 45(8), 522-527.
    Lin, K.-Y., & Lu, H.-P. (2011). Why people use social networking sites: An empirical study integrating network externalities and motivation theory. Computers in Human Behavior, 27(3), 1152-1161.
    Lippevelde, W. V., Vangeel, J., Cock, N. D., Lachat, C., Goossens, L., Beullens, K.,... Camp, J. V. (2016). Using a gamified monitoring app to change adolescents’ snack intake: the development of the REWARD app and evaluation design. BMC Public Healthvolume, 16, 725.
    Liu, L., Suh,A., & Wagner, C. (2018). Empathy or perceived credibility? An empirical study on individual donation behavior in charitable crowdfunding. Internet Research, 28(3), 623-651.
    Liu, Y., Alexandrova, T., & Nakajima, T. (2011, Nov). Gamifying intelligent environments. Paper presented at the 2011 international ACM workshop on Ubiquitous meta user interfaces, Scottsdale, USA.
    Lu, Y., Zhou, T., &Wang, B. (2009). Exploring Chinese users’ acceptance of instant messaging using the theory of planned behavior, the technology acceptance model, and the flow theory. Computers in Human Behavior, 25(1), 29-39.
    Massolution, C. (2015). Crowdfunding industry report: market trends, composition and crowdfunding platforms. Retrieved from https://www.crowdfunding.nl/wp-content/uploads/2012/05/92834651-Massolution-abridged-Crowd-Funding-Industry-Report1.pdf
    Mathers, N., Fox, N., & Hunn, A. (2009). Survey and questionnaires. Retrieved from https://www.rds-yh.nihr.ac.uk/wp-content/uploads/2013/05/12_Surveys_and_Questionnaires_Revision_2009.pdf
    McCabe, T.J., & Sambrook, S. (2014). The antecedents, attributes and consequences of trust among nurses and nurse managers: a concept analysis. International Journal of Nursing Studies, 51(5), 815-827.
    McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Books.
    McNamara, C. (1999). General Guidelines for Conducting Interviews. Minnesata.
    Meer, J. (2014). Effects of the price of charitable giving: Evidence from an online crowdfunding platform.Journal of Economic Behavior & Organization, 103, 113-124.
    Merrill, R., Chang, H. H., Liang, H., & Lan, Y. (2019).Growing a global forest: Ant financial, Alipay, and the Ant Forest. Retrieved from Singapore Management University Libraries: https://ink.library.smu.edu.sg/cases_coll_all/262/
    Misje, A. H., Bosnes, V., Gasdal, O., & Heier, H. E. (2005). Motivation, recruitment and retention of voluntary non-remunerated blood donors: a survey‐based questionnaire study. Vox Sang, 89(4), 236-44.
    Mollick, E. (2014) .The dynamics of crowdfunding: An exploratory study, Journal of Business Venturing, 29 (1), 1-26.
    Moon, J. W., & Kim, Y. G. (2001). Extending the TAM for a World-Wide-Web context. Information & Management, 38, 217-230.
    Moon, Y., & Hwang, J. (2018). Crowdfunding as an alternative means for funding sustainable appropriate technology: acceptance determinants of backers. Sustainability, 10(5), 1-18.
    Moqri, M., & Bandyopadhyay, S. (2016, Aug). Please Share! Online Word of Mouth and Charitable Crowdfunding. Paper presented at Americas Conference on Information Systems, San Diego, USA.
    Morgan, R. M., & Hunt, S. D. (1994). The commitment-trust theory of relationship marketing. Journal of Marketing , 58, 20-38.
    Mouakket, S. (2015). Factors influencing continuance intention to use social network sites: The Facebook case. Computers in Human Behavior, 53, 102-110.
    Muntean, C. I. (2011, Oct). Raising engagement in e-learning through gamification. Paper presented at the 6th International Conference on Virtual Learning, Cluj-Napoca, ROMANIA.
    Muñoz-Leiva, F., Climent-Climent, S., & Liébana-Cabanillas, F. (2017). Determinants of intention to use the mobile banking apps: An extension of the classic TAM model. Spanish Journal of Marketing -ESIC, 21(1) , 25-38.
    Nambisan, S., & Baron, R. A. (2007). Interactions in virtual customer environments: Implications for product support and customer relationship management. Journal of Interactive Marketing, 21(2), 42-62.
    Nguyen, D. (2015). Understanding perceived enjoyment and continuance intention in mobile games. Unpublished master’s dissertation, Aalto University, Finland.
    Nysveen, H., Pedefsen, P.E. & Thorbjørnsen, H. (2005). Intentions to use mobile services: Antecedents and cross-service comparisons. Academy of Marketing Science.Journal, 33(3), 330-346.
    Ohk, K., Park, S.-B., & Hong, J.-W. (2015). The influence of perceived usefulness, perceived ease of use, interactivity, and ease of navigation on satisfaction in mobile application. Advanced Science and Technology Letters, 84(18), 88-92.
    Oliver, R. L. (1980). A cognitive model of antecedents and consequences of satisfaction decisions. Journal of Marketing Research, 17(4), 460-469.
    Oppenheim, A. N. (1992). Questionnaire design, interviewing and attitude measurement. London: Continuum.
    Ozinga, J. R. (1999). Altruism. Estados Unidos: Praeger.
    Park, S. Y. (2009). An analysis of the technology acceptance model in understanding university students` behavioral intention to use e-Learning. Educational Technology & Society, 12(3), 150-162.
    Park, S. Y., Nam, M.-W., & Cha, S.-B. (2011). University students` behavioral intention to use mobile learning: Evaluating the technology acceptance model. British Journal of Educational Technology, 43(4), 592-605.
    Pechenkina, E., Laurence, D., Oates, G., Eldridge, D., & Hunter, D. (2017). Using a gamified mobile app to increase student engagement, retention and academic achievement. International Journal of Educational Technology in Higher Educationvolume, 14(31) , 1-12.
    Pelling, N. (2011). The (short) prehistory of “gamification”... Retrieved from https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/
    Penenberg, A. L. (2015). Play at work: How games inspire breakthrough thinking. New York: Portfolio/Penguin.
    Peng, H., & Mi, J. (2018). A research about consumer’s usage intention to green finance products ---- taking the Alipay’s ant forest as the example. Proceedings of WHICEB 2018, 235-242.
    Peng, Y., & Mi, J. (2018, May). A research about consumer’s usage intention to green finance products----Taking the Alipay’s Ant forest as the example. Paper presented at Wuhan International Conference on e-Business, Wuhan, China.
    Pietro, F. D., Spagnoletti, P., & Prencipe, A. (2018). Fundraising across digital divide: evidences from charity crowdfunding. Organizing for Digital Innovation, 27,111-124.
    Pikkarainen, T., Pikkarainen, K., Karjaluoto, H., & Pahnila, S. (2004). Consumer acceptance of online banking: an extension of the technology acceptance model. Internet Research, 14(3), 224-235.
    Pogue, D. (2009, November 4). A Place to Put Your Apps. New York Times. Retrieved from https://www.nytimes.com/2009/11/05/technology/personaltech/05pogue.html?pagewanted=all
    Qian, Y., & Lin, J. (2018). Antecedents of project success in donation-based crowdfunding-based on Tencent LeJuan platform in China. Paper presented at Information Science and Cloud Computing. Retrieved from https://pdfs.semanticscholar.org/3196/f33e967f010c2c294c4e8e7388a866d590c3.pdf
    Rahi, S., & Ghani, M. A. (2018). Does gamified elements influence on user`s intention to adopt and intention to recommend internet banking?. The International Journal of Information and Learning Technology, 36(1), 2-20.
    Rauniar, R., Rawski, G., Yang, J., & Johnson, B. (2014). Technology acceptance model (TAM) and social media usage: an empirical study on Facebook. Journal of Enterprise Information Management, 27(1), 6-30.
    Regmi, P. R., Waithaka, E., Paudyal, A., Simkhada, P., & van Teijlingen, E. (2016). Guide to the design and application of online questionnaire surveys. Nepal Journal of Epidemiology, 6(4), 640-644.
    Rehm, S. (2015). DoGood: A gamified mobile app to promote civic engagement. Unpublished master thesis, Ludwig-Maximilians-Universität München.
    Ringle, C.M., Wende, S., & Becker, J.-M. (2015). SmartPLS 3. (Bönningstedt: SmartPLS). Retrieved from http://www.smartpls.com
    Robson, K., Plangger, K., Kietzmann, J., McCarthy, I., & Pitt, L. (2014) . Understanding gamification of consumer experiences. Adv. Consum. Res., 42, 352-356.
    Roca, J. C., Chiu, C.-M., & Martíneza, F. J. (2006). Understanding e-learning continuance intention: An extension of the technology acceptance model. International Journal of Human-Computer Studies, 64(8), 683-696.
    Rubin, A., & Babbie, E. R. (2009). Research Methods for Social Work. Retrieved from https://www.researchgate.net/publication/237131811_Research_Methods_for_Social_Work
    Schee, E., Braun, B., Calnan, M., Schnee, M., & Groenewegen, P.P. (2007). Public trust in health care: a comparison of Germany. Healthy Policy, 81(1), 56-57.
    Seaborn, K., & Fels, D.I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31.
    Sherry, J.L. (2004). Flow and media enjoyment. Communication Theory, 14(4), 328–347.
    Shiau, W.-L., & Meiling Luo, M. M. (2012). Continuance intention of blog users: The impact of perceived enjoyment, habit, user involvement and blogging time. Behaviour and Information Technology, 32(6), 1-14.
    Signoretti, A., Martins, A. I., Almeida, N., Vieira, D., Rosa, A. F., Costa, C. M. M., & Texeira, A. (2015). Trip 4 all: A gamified app to provide a new way to elderly people to travel. Procedia Computer Science, 67, 301-311.
    Singh, M., & Matsui, Y. (2017). How long tail and trust affect online shopping behavior: an extension to UTAUT2 framework, Pacific Asia Journal of the Association for Information Systems, 9(4), 1-24.
    Smith, S., Windmeijer, F., & Wright, E. (2015). Peer effects in charitable giving: Evidence from the (running) field. The Economic Journal, 125(585), 1053-1071.
    Snyder, J., Crooks, V. A., Mathers, a., & Chow-White,P. (2016). Appealing to the crowd: ethical justifications in Canadian medical crowdfunding campaigns. Journal of Medical Ethics, 43(6), 364-367.
    Solomon, J., Ma, W., & Wash, R. (2015). Don’t wait! How timing affects coordination of crowdfunding donations. Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing, 547-556.
    Steffen, W. (2015). The Gameful World: Approaches, Issues, Applications. MIT Press.
    Stinson, J.N., Jibb, L.A., Nguyen, C., Nathan, P.C., Maloney, A.M., Dupuis, L.L.,... Orr, M. (2013). Development and testing of a multidimensional iPhone pain assessment application for adolescents with cancer. J Med Internet Res, 15(3), e51.
    Sulaeman, D., & Lin, M. (2018). Reducing uncertainty in charitable crowdfunding. Proceedings of PACIS, 134.
    Tam, C., Santos, D., & Oliveira, T. (2018). Exploring the influential factors of continuance intention to use mobile Apps: extending the expectation confirmation model. Information Systems Frontiers, 1-15.
    Thong, J. Y. L., Hong, S. J., & Tam, K. Y. (2006). The effects of post-adoption beliefs on the expectation–confirmation model for information technology continuance. International Journal of Human-Computer Studies, 64(9), 799-810.
    Tough, A. (1978). The major learning efforts: recent research and future directions. Adult Education, 28(4), 250-265.
    Tsai, K. S., & Wang, Q. (2019). Charitable crowdfunding in China: an emergent channel for setting policy agendas? The China Quarterly, 240, 936-966.
    Vallerand, R. J. (1997). Toward a hierarchical model of intrinsic and extrinsic motivation. Advanced in Experimental Social Psychology, 29, 271-360.
    van der Heijden, H. (2004). User acceptance of hedonic information systems. MIS Quarterly, 28(4), 695–704.
    Van Selm, M., & Jankowski, N. (2006). Conducting online surveys. Qual Quant, 40(3), 435-456.
    Venkatesh, V., Morris, M. G., Davis, G.B., & Davis, F.D. (2003). User acceptance of information technology: toward a unified view. MIS Quarterly, 27(3), 425-478.
    Verplanken, B., Aarts, H., & van Knippenberg, A. (1997). Habit, information acquisition and the process of making travel mode choices. European Journal of Social Psychology, 27, 539-560.
    Verplanken, B., & Orbell, S. (2003). Reflections on past behavior: a self-report index of habit strength. Journal of Applied Social Psychology, 33(6), 1313-1330.
    Wang, E. S.-T., & Chou, N. P.-Y. (2016). Examining social influence factors affecting consumer continuous usage intention for mobile social networking applications. Int. J. Mobile Communications, 14(1), 43-55.
    Wang, E. S.-T., & Lin, R.-L. (2017). Perceived quality factors of location-based apps on trust, perceived privacy risk, and continuous usage intention. Behaviour & Information Technology, 36(1), 2-10.
    Wang, H., & Wang, Y. (2008). Gender differences in the perception and acceptance of online games. British Journal of Educational Technology, 39(5), 787-806.
    Wang, X., & Qian, Y. (2015). Examining the determinants of users` continuance intention in the context of mobile instant messaging: The case of WeChat. Paper presented at the 2015 International Conference and Workshop on Computing and Communication (IEMCON), Vancouver, Canada.
    Warren, S., Gleasure, R., O`Reilly, P., Cristoforo, J., Feller, J., & Li, S. (2017). When to use rewards in charitable crowdfunding. Proceedings of the 13th international symposium on open collaboration, Galway, Ireland.
    Weiss, R.S. (1994). Learning from Strangers: The Art and Methods of Qualitative Interview Studies. New York, The Free Press.
    Wen, C., Prybutok, V. R., & Xu, C. (2011). An integrated model for customer online repurchase intention. Journal of Computer Information Systems, 52(1), 14-23.
    Wen, D. M.-H., Chang, D. J.-W., Lin, Y.-T., Liang, C.-H., & Yang, S.-Y. (2014). Gamification design for increasing customer purchase intention in a mobile marketing campaign app. Paper presented at HCIB/HCII 2014, Heraklion, Greece.
    Weng, G. S., Zailani, S., Iranmanesh, M., & Hyun, S. S. (2017). Mobile taxi booking application service’s continuance usage intention by users. Transportation Research Part D: Transport and Environment, 57, 207-216.
    Werbach, K. (2014). (Re)defining gamification: a process approach. In A. Spagnolli, L. Chittaro & L. Gamberini, (Eds), PERSUASIVE 2014: Persuasive Technology (pp. 266-272). New York, NY: Springer, Cham.
    Werbach, K., Hunter, D., (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press, Philadelphia, PA. PERSUASIVE 2014: Persuasive Technology, 8462, 266-272.
    White, B., Martin, A., White, J. A., Burns, S. K., Maycock, B. R., Giglia, R. C., & Scott, J. A. (2016). Theory-based design and development of a socially connected, gamified mobile app for men about breastfeeding (milk man). JMIR Mhealth Uhealth, 4(2), e81. Retreived from https://mhealth.jmir.org/2016/2/e81/#ref66
    Wolf, T., Weiger, W. H., & Hammerschmidt, M. (2018). Gamified digital services: how gameful experiences drive continued service usage. Proceedings of the 51st Hawaii International Conference on System Sciences, 1187-1196.
    Wu, J.-H., & Wang, S.-C. (2005). What drives mobile commerce?: An empirical evaluation of the revised technology acceptance model. Information & Management, 42(5), 719-729.
    Wu, J.,& Liu, D. (2007). The effects of trust and enjoyment on intention to play online games. Journal of Electronic Commerce Research, 8(2), 128-140.
    Xiong, J., & Meng, Q. (2018).The analysis of Ant Forest business model―under “Internet + Green Finance”.Open Access Library Journal, 05(9), e4887. Retrieved from http://file.scirp.org/pdf/OALibJ_2018092816293088.pdf
    Xu, Y., & Zhu, N. (2018). Successful factors and prediction of crowdfunding on WeChat. American Journal of Industrial and Business Management, 08(4), 946-962.
    Yang, Z., Kong, X., Sun, J., & Zhang, Y. (2018). Switching to green lifestyles: behavior change of Ant Forest users. Int. J. Environ. Res. Public Health, 15(9), e1819.
    Ye, S., Shen, X., & Yang, L. (2019). Motivation to participate in Ant Forest. Unpublished master’s Thesis, Uppsala University, Sweden.
    Yuan, S., Ma, W., Kanthawala, S., & Peng, W. (2015, August 31). Keep using my health apps: discover users` perception of health and fitness apps with the UTAUT2 model. Telemedicine and e-Health, 21(9). Retrieved from https://www.liebertpub.com/doi/full/10.1089/tmj.2014.0148
    Zeng, Z. (2018). Saving the environment by being “Green” with Fintech: The contradictions between environmentalism and reality in the case of Ant Forest. Master’s thesis, Lund University. Retrieved from Lund University Libraries: https://lup.lub.lu.se/student-papers/search/publication/8960186
    Zhao, Y., Deng, S. L., & Zhou, R. X. (2015). Understanding mobile library apps continuance usage in China: a theoretical framework and empirical study. Libri, 65, 161-173.
    Zheng, X., & Meng, Q. (2018). Business model of green finance under the background of “Internet Plus”: A case study of Ant Forest. Open Journal of Social Sciences, 6(8), 127-134.
    Zhong, Z.-J., & Lin, S. (2017). The antecedents and consequences of charitable donation heterogeneity on social media. International Journal of Nonprofit and Voluntary Sector Marketing, 23(1), e1585. Retreived from https://onlinelibrary.wiley.com/doi/full/10.1002/nvsm.1585
    Zhou, T., & Lu, Y. (2011). Examining mobile instant messaging user loyalty from the perspectives of network externalities and flow experience. Computers in Human Behavior, 27(2), 883-889.
    Zichermann, G., & Cunningbam, C. (2011). Gamification by design: Implementing game mechanics in web and monile apps. Retreived from http://storage.libre.life/Gamification_by_Design.pdf
    Zichermann, G., & Linder, J. (2011). The gamification revolution: How leaders leverage game mechanics to crush the competition. New York, NY: McGraw Hill Education.
    Zuckerman, O., & Gal-Oz, A. (2014). Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Personal and Ubiquitous Computing, 18(7), 1705-1719.
    描述: 碩士
    國立政治大學
    傳播學院傳播碩士學位學程
    106464072
    資料來源: http://thesis.lib.nccu.edu.tw/record/#G0106464072
    数据类型: thesis
    DOI: 10.6814/NCCU202000361
    显示于类别:[傳播學院傳播碩士學位學程] 學位論文

    文件中的档案:

    档案 大小格式浏览次数
    407201.pdf3364KbAdobe PDF20检视/开启


    在政大典藏中所有的数据项都受到原著作权保护.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 回馈