The theoretical and empirical foundations of the Gamified System Acceptance Model (G-SAM): Antecedents, outcomes, and the Technology Acceptance Model (TAM)
dc.contributor.committeeChair | Fowler, Deborah C. | |
dc.contributor.committeeChair | Blum, Shane C. | |
dc.contributor.committeeMember | Laverie, Debra A. | |
dc.creator | Manis, Kerry Todd | |
dc.date.accessioned | 2018-09-05T18:39:11Z | |
dc.date.available | 2018-09-05T18:39:11Z | |
dc.date.created | 2018-08 | |
dc.date.issued | 2018-08 | |
dc.date.submitted | August 2018 | |
dc.date.updated | 2018-09-05T18:39:11Z | |
dc.description.abstract | What is gamification and what is a gamified system? Simply, gamification refers to the implementation of gaming elements (e.g., points, badges, status, levels, challenges, etc.) in non-gaming contexts (e.g., healthcare, online review platforms, loyalty programs, etc.). A gamified system involves the addition of a game layer to a non-game target system (e.g., training courses or online review platforms) incorporating user-system, system-user, and user-user interactions and communications. Current gamification research, being limited in scope, lacks content, depth, and understanding from the consumer perspective. In general, scholars have a narrow understanding regarding the benefit(s) provided by the use of a gamified system, especially when firms implement the gamified system as an organizational strategy to change the behavior of consumers (e.g., increased commitment, increased social capital within an online community, or increased brand awareness). As gamified systems become a reality for consumers and UGC sites, several challenges are posed to marketers, developers, and firms alike. These challenges concern futurity in the context of content creation (i.e., design elements), consumer acceptance, and return on investment (ROI). This manuscript focuses on these challenges by employing the technology acceptance model (TAM). Specifically, it (1) grounds gamified system acceptance and use in the TAM, (2) extends the TAM by providing clear antecedents (i.e., extrinsic and intrinsic motivations, past use, and competition intensity) of gamified system acceptance and use relating to gamification design elements (e.g., incentive hierarchies), (3) further extends TAM by presenting outcomes (i.e., behavioral changes) from acceptance and use of a gamified system, (4) develops a consumer model for gamified system acceptance and use, and (5) establishes clear areas for future research both in TAM and gamification. | |
dc.format.mimetype | application/pdf | |
dc.identifier.uri | http://hdl.handle.net/2346/74525 | |
dc.language.iso | eng | |
dc.rights.availability | Restricted from online display. For access, please request a copy. | |
dc.subject | Gamification | |
dc.subject | Gamified system acceptance model | |
dc.subject | Technology acceptance model | |
dc.subject | Technology acceptance | |
dc.subject | Gamified systems | |
dc.title | The theoretical and empirical foundations of the Gamified System Acceptance Model (G-SAM): Antecedents, outcomes, and the Technology Acceptance Model (TAM) | |
dc.type | Dissertation | |
dc.type.material | text | |
thesis.degree.department | Nutrition, Hospitality and Retailing | |
thesis.degree.discipline | Hospitality Administration | |
thesis.degree.grantor | Texas Tech University | |
thesis.degree.level | Doctoral | |
thesis.degree.name | Doctor of Philosophy |