Does gamification work in a serious context? The influence of gamification, utilitarian, and hedonic features in the community-based crowdfunding platform

Crowdfunding can provide financial aid to the underserved in a fast and safe manner. With the diffusion of technology, more people have relied on online crowdfunding platforms to fund their projects. However, researchers have found that contributors’ willingness to support the projects on crowdfundi...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Geografia : Malaysian journal of society and space 2021-01, Vol.17 (2), p.79-92
Hauptverfasser: Mohd Anim, Nur Aqilah Hazirah, Omar, Nor Asiah
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 92
container_issue 2
container_start_page 79
container_title Geografia : Malaysian journal of society and space
container_volume 17
creator Mohd Anim, Nur Aqilah Hazirah
Omar, Nor Asiah
description Crowdfunding can provide financial aid to the underserved in a fast and safe manner. With the diffusion of technology, more people have relied on online crowdfunding platforms to fund their projects. However, researchers have found that contributors’ willingness to support the projects on crowdfunding platforms financially has been on the decline. This study aimed to investigate the ability of crowdfunding platform features to influence the intentions of potential contributors to donate on the platform. This research proposed three variables―utilitarian features, hedonic features, and gamification features―based on economic utility theory, flow theory, and persuasive theory. Due to the nascent stage of the crowdfunding environment in Malaysia, this study managed to collect 176 valid responses through virtual snowball sampling method. SPSS 25.0 was employed to test the three hypotheses. The empirical findings reveal that utilitarian features were the most crucial factor in driving contributors’ intention to participate in a crowdfunding project. Hedonic and gamification features, on the other hand, do not directly influence contributors’ behavior. Theoretically, this study enriches the literature on human-computer interaction by examining the role of the crowdfunding platform to attract potential contributors. Also, enhances the understanding of the implementation of gamification in the crowdfunding platform. Finally, this research suggests that future studies should conduct research that specifically involves advanced game-like settings to investigate the real potential of gamification in crowdfunding activities.
doi_str_mv 10.17576/geo-2021-1702-07
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2931166726</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2539882909</sourcerecordid><originalsourceid>FETCH-LOGICAL-c226t-54c596b73286b3758171efc34770cda0f5d850b5151ccbae5f3f13b99bc4eb933</originalsourceid><addsrcrecordid>eNp9kU1LAzEQhhdRsNT-AG8Br67mY5PsnkTqJxS81HPIZpM2tZvUJEvtX_HXmloPenEuM8O88w7DUxTnCF4hTjm7XmhfYohRiTjEJeRHxQizGpecY378qz4tJjGuYA5GEa7IqPi88zqCheytsUom6x3Y-vAGrAMSRB2sHyJQ3iX9kW7AfKnzxKwH7ZQG3vxZvARDsmubZLAyN9J1YKk776wCRss0hHwo26bsoXzfD86mXdnKqDuggt92ZnCddQuwWctkfOjPihMj11FPfvK4eH24n0-fytnL4_P0dlYqjFkqaaVow1pOcM1awmmNONJGkYpzqDoJDe1qCluKKFKqlZoaYhBpm6ZVlW4bQsbFxcF3E_z7oGMSKz8El08K3BCEGOOY_auipKlr3MAmq9BBlT-KMWgjNsH2MuwEguKblcisxJ6V2LMSkJMv5S6J3g</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2539882909</pqid></control><display><type>article</type><title>Does gamification work in a serious context? The influence of gamification, utilitarian, and hedonic features in the community-based crowdfunding platform</title><source>Free E-Journal (出版社公開部分のみ)</source><creator>Mohd Anim, Nur Aqilah Hazirah ; Omar, Nor Asiah</creator><creatorcontrib>Mohd Anim, Nur Aqilah Hazirah ; Omar, Nor Asiah ; Fakulti Ekonomi dan Pengurusan, Universiti Kebangsaan Malaysia ; Faculty of Economics and Muamalat, Universiti Sains Islam Malaysia</creatorcontrib><description>Crowdfunding can provide financial aid to the underserved in a fast and safe manner. With the diffusion of technology, more people have relied on online crowdfunding platforms to fund their projects. However, researchers have found that contributors’ willingness to support the projects on crowdfunding platforms financially has been on the decline. This study aimed to investigate the ability of crowdfunding platform features to influence the intentions of potential contributors to donate on the platform. This research proposed three variables―utilitarian features, hedonic features, and gamification features―based on economic utility theory, flow theory, and persuasive theory. Due to the nascent stage of the crowdfunding environment in Malaysia, this study managed to collect 176 valid responses through virtual snowball sampling method. SPSS 25.0 was employed to test the three hypotheses. The empirical findings reveal that utilitarian features were the most crucial factor in driving contributors’ intention to participate in a crowdfunding project. Hedonic and gamification features, on the other hand, do not directly influence contributors’ behavior. Theoretically, this study enriches the literature on human-computer interaction by examining the role of the crowdfunding platform to attract potential contributors. Also, enhances the understanding of the implementation of gamification in the crowdfunding platform. Finally, this research suggests that future studies should conduct research that specifically involves advanced game-like settings to investigate the real potential of gamification in crowdfunding activities.</description><identifier>ISSN: 2682-7727</identifier><identifier>ISSN: 2180-2491</identifier><identifier>EISSN: 2682-7727</identifier><identifier>EISSN: 2180-2491</identifier><identifier>DOI: 10.17576/geo-2021-1702-07</identifier><language>eng</language><publisher>Bangi: Universiti Kebangsaan Malaysia</publisher><subject>Crowdfunding ; Gamification ; Human-computer interaction ; Participation ; Researchers ; Snowball sampling ; Society ; Technology ; Utility theory</subject><ispartof>Geografia : Malaysian journal of society and space, 2021-01, Vol.17 (2), p.79-92</ispartof><rights>Copyright Universiti Kebangsaan Malaysia 2021</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925</link.rule.ids></links><search><creatorcontrib>Mohd Anim, Nur Aqilah Hazirah</creatorcontrib><creatorcontrib>Omar, Nor Asiah</creatorcontrib><creatorcontrib>Fakulti Ekonomi dan Pengurusan, Universiti Kebangsaan Malaysia</creatorcontrib><creatorcontrib>Faculty of Economics and Muamalat, Universiti Sains Islam Malaysia</creatorcontrib><title>Does gamification work in a serious context? The influence of gamification, utilitarian, and hedonic features in the community-based crowdfunding platform</title><title>Geografia : Malaysian journal of society and space</title><description>Crowdfunding can provide financial aid to the underserved in a fast and safe manner. With the diffusion of technology, more people have relied on online crowdfunding platforms to fund their projects. However, researchers have found that contributors’ willingness to support the projects on crowdfunding platforms financially has been on the decline. This study aimed to investigate the ability of crowdfunding platform features to influence the intentions of potential contributors to donate on the platform. This research proposed three variables―utilitarian features, hedonic features, and gamification features―based on economic utility theory, flow theory, and persuasive theory. Due to the nascent stage of the crowdfunding environment in Malaysia, this study managed to collect 176 valid responses through virtual snowball sampling method. SPSS 25.0 was employed to test the three hypotheses. The empirical findings reveal that utilitarian features were the most crucial factor in driving contributors’ intention to participate in a crowdfunding project. Hedonic and gamification features, on the other hand, do not directly influence contributors’ behavior. Theoretically, this study enriches the literature on human-computer interaction by examining the role of the crowdfunding platform to attract potential contributors. Also, enhances the understanding of the implementation of gamification in the crowdfunding platform. Finally, this research suggests that future studies should conduct research that specifically involves advanced game-like settings to investigate the real potential of gamification in crowdfunding activities.</description><subject>Crowdfunding</subject><subject>Gamification</subject><subject>Human-computer interaction</subject><subject>Participation</subject><subject>Researchers</subject><subject>Snowball sampling</subject><subject>Society</subject><subject>Technology</subject><subject>Utility theory</subject><issn>2682-7727</issn><issn>2180-2491</issn><issn>2682-7727</issn><issn>2180-2491</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><recordid>eNp9kU1LAzEQhhdRsNT-AG8Br67mY5PsnkTqJxS81HPIZpM2tZvUJEvtX_HXmloPenEuM8O88w7DUxTnCF4hTjm7XmhfYohRiTjEJeRHxQizGpecY378qz4tJjGuYA5GEa7IqPi88zqCheytsUom6x3Y-vAGrAMSRB2sHyJQ3iX9kW7AfKnzxKwH7ZQG3vxZvARDsmubZLAyN9J1YKk776wCRss0hHwo26bsoXzfD86mXdnKqDuggt92ZnCddQuwWctkfOjPihMj11FPfvK4eH24n0-fytnL4_P0dlYqjFkqaaVow1pOcM1awmmNONJGkYpzqDoJDe1qCluKKFKqlZoaYhBpm6ZVlW4bQsbFxcF3E_z7oGMSKz8El08K3BCEGOOY_auipKlr3MAmq9BBlT-KMWgjNsH2MuwEguKblcisxJ6V2LMSkJMv5S6J3g</recordid><startdate>20210101</startdate><enddate>20210101</enddate><creator>Mohd Anim, Nur Aqilah Hazirah</creator><creator>Omar, Nor Asiah</creator><general>Universiti Kebangsaan Malaysia</general><scope>AAYXX</scope><scope>CITATION</scope><scope>0-V</scope><scope>3V.</scope><scope>7XB</scope><scope>88J</scope><scope>8BJ</scope><scope>8FK</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FQK</scope><scope>GNUQQ</scope><scope>JBE</scope><scope>M2R</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>Q9U</scope></search><sort><creationdate>20210101</creationdate><title>Does gamification work in a serious context? The influence of gamification, utilitarian, and hedonic features in the community-based crowdfunding platform</title><author>Mohd Anim, Nur Aqilah Hazirah ; Omar, Nor Asiah</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c226t-54c596b73286b3758171efc34770cda0f5d850b5151ccbae5f3f13b99bc4eb933</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>Crowdfunding</topic><topic>Gamification</topic><topic>Human-computer interaction</topic><topic>Participation</topic><topic>Researchers</topic><topic>Snowball sampling</topic><topic>Society</topic><topic>Technology</topic><topic>Utility theory</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Mohd Anim, Nur Aqilah Hazirah</creatorcontrib><creatorcontrib>Omar, Nor Asiah</creatorcontrib><creatorcontrib>Fakulti Ekonomi dan Pengurusan, Universiti Kebangsaan Malaysia</creatorcontrib><creatorcontrib>Faculty of Economics and Muamalat, Universiti Sains Islam Malaysia</creatorcontrib><collection>CrossRef</collection><collection>ProQuest Social Sciences Premium Collection【Remote access available】</collection><collection>ProQuest Central (Corporate)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Social Science Database (Alumni Edition)</collection><collection>International Bibliography of the Social Sciences (IBSS)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ProQuest Central (Alumni)</collection><collection>ProQuest Central</collection><collection>Social Science Premium Collection</collection><collection>ProQuest Central Essentials</collection><collection>AUTh Library subscriptions: ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central</collection><collection>International Bibliography of the Social Sciences</collection><collection>ProQuest Central Student</collection><collection>International Bibliography of the Social Sciences</collection><collection>Social Science Database (ProQuest)</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest Central Basic</collection><jtitle>Geografia : Malaysian journal of society and space</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Mohd Anim, Nur Aqilah Hazirah</au><au>Omar, Nor Asiah</au><aucorp>Fakulti Ekonomi dan Pengurusan, Universiti Kebangsaan Malaysia</aucorp><aucorp>Faculty of Economics and Muamalat, Universiti Sains Islam Malaysia</aucorp><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Does gamification work in a serious context? The influence of gamification, utilitarian, and hedonic features in the community-based crowdfunding platform</atitle><jtitle>Geografia : Malaysian journal of society and space</jtitle><date>2021-01-01</date><risdate>2021</risdate><volume>17</volume><issue>2</issue><spage>79</spage><epage>92</epage><pages>79-92</pages><issn>2682-7727</issn><issn>2180-2491</issn><eissn>2682-7727</eissn><eissn>2180-2491</eissn><abstract>Crowdfunding can provide financial aid to the underserved in a fast and safe manner. With the diffusion of technology, more people have relied on online crowdfunding platforms to fund their projects. However, researchers have found that contributors’ willingness to support the projects on crowdfunding platforms financially has been on the decline. This study aimed to investigate the ability of crowdfunding platform features to influence the intentions of potential contributors to donate on the platform. This research proposed three variables―utilitarian features, hedonic features, and gamification features―based on economic utility theory, flow theory, and persuasive theory. Due to the nascent stage of the crowdfunding environment in Malaysia, this study managed to collect 176 valid responses through virtual snowball sampling method. SPSS 25.0 was employed to test the three hypotheses. The empirical findings reveal that utilitarian features were the most crucial factor in driving contributors’ intention to participate in a crowdfunding project. Hedonic and gamification features, on the other hand, do not directly influence contributors’ behavior. Theoretically, this study enriches the literature on human-computer interaction by examining the role of the crowdfunding platform to attract potential contributors. Also, enhances the understanding of the implementation of gamification in the crowdfunding platform. Finally, this research suggests that future studies should conduct research that specifically involves advanced game-like settings to investigate the real potential of gamification in crowdfunding activities.</abstract><cop>Bangi</cop><pub>Universiti Kebangsaan Malaysia</pub><doi>10.17576/geo-2021-1702-07</doi><tpages>14</tpages><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 2682-7727
ispartof Geografia : Malaysian journal of society and space, 2021-01, Vol.17 (2), p.79-92
issn 2682-7727
2180-2491
2682-7727
2180-2491
language eng
recordid cdi_proquest_journals_2931166726
source Free E-Journal (出版社公開部分のみ)
subjects Crowdfunding
Gamification
Human-computer interaction
Participation
Researchers
Snowball sampling
Society
Technology
Utility theory
title Does gamification work in a serious context? The influence of gamification, utilitarian, and hedonic features in the community-based crowdfunding platform
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-25T07%3A31%3A13IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Does%20gamification%20work%20in%20a%20serious%20context?%20The%20influence%20of%20gamification,%20utilitarian,%20and%20hedonic%20features%20in%20the%20community-based%20crowdfunding%20platform&rft.jtitle=Geografia%20:%20Malaysian%20journal%20of%20society%20and%20space&rft.au=Mohd%20Anim,%20Nur%20Aqilah%20Hazirah&rft.aucorp=Fakulti%20Ekonomi%20dan%20Pengurusan,%20Universiti%20Kebangsaan%20Malaysia&rft.date=2021-01-01&rft.volume=17&rft.issue=2&rft.spage=79&rft.epage=92&rft.pages=79-92&rft.issn=2682-7727&rft.eissn=2682-7727&rft_id=info:doi/10.17576/geo-2021-1702-07&rft_dat=%3Cproquest_cross%3E2539882909%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2539882909&rft_id=info:pmid/&rfr_iscdi=true