Understanding the postadoption use of gamified learning systems against the conflicting role of the game layer
dc.contributor.author | Li, Han | en |
dc.contributor.author | Luo, Xin Robert | en |
dc.contributor.author | Lowry, Paul Benjamin | en |
dc.contributor.author | Zhang, Jie | en |
dc.date.accessioned | 2025-05-05T14:23:32Z | en |
dc.date.available | 2025-05-05T14:23:32Z | en |
dc.date.issued | 2025-06 | en |
dc.description.abstract | Gamification is driving widespread application adoption, with a $70.4 billion projected market by 2030. However, the consequences of gamification on sustained use beyond initial adoption remain largely unclear. This study explores how the game layer may induce psychological fatigue and hinder continued use, particularly in learning systems. Drawing on self-determination theory and cognitive load theory, we analyzed the perceptions of 307 Duolingo users. The results reveal mixed impacts of the game layer on postadoption usage, influenced by gaming motivation and perceived learning complexity. This research underscores the nuanced effects of gamification and offers insights for improving gamified learning system design. | en |
dc.description.version | Accepted version | en |
dc.format.extent | 18 page(s) | en |
dc.format.mimetype | application/pdf | en |
dc.identifier | ARTN 104133 (Article number) | en |
dc.identifier.doi | https://doi.org/10.1016/j.im.2025.104133 | en |
dc.identifier.eissn | 1872-7530 | en |
dc.identifier.issn | 0378-7206 | en |
dc.identifier.issue | 4 | en |
dc.identifier.orcid | Lowry, Paul [0000-0002-0187-5808] | en |
dc.identifier.uri | https://hdl.handle.net/10919/129371 | en |
dc.identifier.volume | 62 | en |
dc.language.iso | en | en |
dc.publisher | Elsevier | en |
dc.rights | In Copyright | en |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | en |
dc.subject | Gamification | en |
dc.subject | Motivation | en |
dc.subject | Learning | en |
dc.subject | Self-determination theory (SDT) | en |
dc.subject | Cognitive load theory (CLT) | en |
dc.subject | Postadoption use | en |
dc.subject | Psychological fatigue | en |
dc.subject | Gamified learning systems | en |
dc.subject | Game layer | en |
dc.title | Understanding the postadoption use of gamified learning systems against the conflicting role of the game layer | en |
dc.title.serial | Information & Management | en |
dc.type | Article - Refereed | en |
dc.type.dcmitype | Text | en |
dc.type.other | Article | en |
dc.type.other | Journal | en |
pubs.organisational-group | Virginia Tech | en |
pubs.organisational-group | Virginia Tech/Pamplin College of Business | en |
pubs.organisational-group | Virginia Tech/Pamplin College of Business/Business Information Technology | en |
pubs.organisational-group | Virginia Tech/All T&R Faculty | en |
pubs.organisational-group | Virginia Tech/Pamplin College of Business/PCOB T&R Faculty | en |