International Journal of Event and Festival Management · 2024 · 13 citations · 60 references
BusinessBehavioral SciencesHospitality ManagementConsumer BehaviorEmployee EngagementUser Experience DesignBehavioral EngagementCustomer EngagementCustomer SatisfactionMobile Hospitality ApplicationsUser Engagement AnalysisUses And GratificationsGamificationGratifications ObtainedGratifications SoughtPartial Least Squares Structural Equation ModelingSocial PresenceSocial Presence TheoryStimulus-response TheoryUses And Gratifications Model
Purpose By integrating stimulus-organism-response theory and uses and gratifications theory, this study explored the salient gamification factors that satisfy the gratifications of conference attendees in the context of an event gamification mobile app and their relationships with conference engagement, continuance intention and word-of-mouth. Design/methodology/approach The questionnaire was developed in Qualtrics and administered on a gamification application called Goosechase during an annual hospitality conference. The proposed hypotheses were tested using the partial least square-structural equation modeling (PLS-SEM). Findings The gratifications of social presence, education and entertainment through a gamification mobile app influences attendees’ engagement during the conference while achievement gratification does not. Positive effects of conference engagement on their continuous intention and WOM have been also validated. Originality/value By adopting a unique integrated approach that utilizes UGT and S-O-R framework, while considering conference engagement as work-related engagement, this study offers a fresh perspective on gamification apps and discusses its theoretical and practical implications in depth.
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When to use and how to report the results of PLS-SEM
Joseph F. Hair, Jeffrey J. Risher, Marko Sarstedt et al. · European Business Review · 2018 · 24.2K citations
Social Sciences, Educational Measurement, Method Validation +16