Abstract

This study aims to propose a conceptual model in the context of e-participation technology adoption. This research develops the UTAUT base-line model with several constructs, namely Insecurity and Gamification. The impact of gamification to increase user participation is not widely known, especially regarding the acceptance of e-participation. The method used is a literature study related to several best practice models such as UTAU, TRI and gamification constructs. The results showed a total of 7 constructs and 6 hypotheses proposed in this study. All these constructs are performance performance expectancy, effort expectancy, social influence, facilitating conditions, insecurity, gamification impact and behavioral intention to use. The implication of this research is that the lack of public participation in digital platforms can be increased through redesign of e-participation by applying the gamification approach.

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