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Gamification effects on users' motivation to contribute knowledge in a Portuguese Q&A community
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dc.contributor.authorOliveira Jordao do Amaral, Isabel-
dc.contributor.authorKang, Minhyung-
dc.date.issued2021-01-01-
dc.identifier.urihttps://dspace.ajou.ac.kr/dev/handle/2018.oak/32129-
dc.description.abstractPurpose: This research investigates the detailed mechanisms of how gamification affordances influence intrinsic and internalized extrinsic motivation and ultimately improve the quality and quantity of knowledge contribution. Design/methodology/approach: Survey responses from 154 users of Stack Overflow in Portuguese were analyzed by the partial least squares–structural equation modeling approach to validate the research model. Findings: Challenge and goal setting influence individuals to reach the flow state, which increases the quantity of knowledge contribution. Rewards enhance the quality of knowledge contribution through perceived self-worth. Social comparison increases perceived reputation, but its impact does not ultimately lead to knowledge contribution. Originality/value: The current study differentiated types of motivation and dimensions of knowledge contribution when exploring the effects of gamification affordances. This perspective was proven helpful to understand the various gamification affordances' influence on knowledge contribution.-
dc.language.isoeng-
dc.publisherEmerald Group Holdings Ltd.-
dc.subject.meshDesign/methodology/approach-
dc.subject.meshExtrinsic motivation-
dc.subject.meshGoal setting-
dc.subject.meshKnowledge contributions-
dc.subject.meshPartial least square (PLS)-
dc.subject.meshResearch models-
dc.subject.meshStack overflow-
dc.subject.meshStructural equation modeling-
dc.titleGamification effects on users' motivation to contribute knowledge in a Portuguese Q&A community-
dc.typeArticle-
dc.citation.endPage599-
dc.citation.startPage578-
dc.citation.titleAslib Journal of Information Management-
dc.citation.volume73-
dc.identifier.bibliographicCitationAslib Journal of Information Management, Vol.73, pp.578-599-
dc.identifier.doi10.1108/ajim-10-2020-0340-
dc.identifier.scopusid2-s2.0-85109919780-
dc.identifier.urlhttp://www.emeraldinsight.com/info/journals/ap/ap.jsp-
dc.subject.keywordGamification-
dc.subject.keywordKnowledge contribution-
dc.subject.keywordMotivation-
dc.subject.keywordQ&A community-
dc.subject.keywordSelf-determination theory-
dc.subject.keywordStack exchange-
dc.description.isoafalse-
dc.subject.subareaInformation Systems-
dc.subject.subareaLibrary and Information Sciences-
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