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International Journal of Information Management 61 (2021) 102414

Contents lists available at ScienceDirect

International Journal of Information Management


journal homepage: www.elsevier.com/locate/ijinfomgt

Research Article

Continuance intention in gamified mobile applications: A study of


behavioral inhibition and activation systems
Elif Tuğba Aydınlıyurt a, *, Nazım Taşkın b, Shane Scahill c, Ayşegül Toker b
a
Bahçeşehir University Yıldız, Çırağan Cd., 34349 Beşiktaş, İstanbul, Turkey
b
Boğaziçi University, 34342 Bebek, Istanbul, Turkey
c
The University of Auckland School of Pharmacy Faculty of Medical and Health Sciences, 85 Park Road Grafton, Auckland, New Zealand

A R T I C L E I N F O A B S T R A C T

Keywords: This study seeks to investigate the effects of Behavioral Activation System (BAS), known as approach motivation,
Behavioral inhibition system and Behavioral Inhibition System (BIS), known as avoidance motivation, that are expected to influence in­
Behavioral activation system dividuals’ post-adoption behaviors in gamified mobile applications. A survey-based research methodology was
Information systems continuance
used, and the impacts of BAS and BIS on Information Systems Continuance are examined. The results show that
Mobile applications
reward responsiveness has the most significant effect on user satisfaction and continuance intention. Fun-seeking
Gamification
plays an essential role in continuance intention; however, it does not significantly affect satisfaction, as drive
does not affect either satisfaction or continuance intention. BIS has a significant and negative effect on individual
satisfaction, but no effects were found related to continuance intention. The findings of this study improve the
understanding of the differences between these motivations related to Information Systems Continuance. Sig­
nificant practical implications that gamified mobile application developers can adopt are proposed.

1. Introduction human resources (Vinichenko, Melnichuk, Kirillov, Makushkin, & Mel­


nichuk, 2016). For these reasons, companies embed gamified features
Whether people adopt technology or not is big business, particularly into their mobile products and services to encourage engaged and
the case with mobile networks. Despite the critical real-world issue of continued use of these mobile technologies. Therefore, this study also
understanding why people do and do not adopt mobile applications and aims to investigate the effectiveness of gamification related to different
what might influence this, there are still gaps in our understanding. It is elements of BAS and BIS on Information Systems Continuance. The in­
fair to say that previous studies have identified various motivational formation system selected in this case is mobile applications.
factors affecting individuals’ decisions when accepting a mobile tech­ Over the past decade, mobile internet consumption has increased
nology. However, a gap in the literature still exists regarding the moti­ exponentially and, mobile-only adoption rates have increased from 9%
vators related to post-acceptance and the ongoing and sustained use of to 20% between 2011 and 2015 due to increased smartphone ownership
technology. There is little theoretically underpinned work that looks at and enhancements in download speeds of mobile networks (Manlove &
both the positive (activation) and negative (inhibition) influences on Whitacre, 2018). The rapid speed of technological development has
whether people continue to embrace mobile applications or not post an brought considerable challenges and profitability concerns, with low
initial acceptance period. adoption by users and low continuance rates. In order to overcome these
As such, this study fills this gap by analyzing the effects of Behavioral challenges and survive in the mobile world, achieving long-term re­
Activation System (BAS) and Behavioral Inhibition System (BIS) on lationships with existing users is more important than ever. Customer
users’ intentions to continue using a mobile application. Furthermore, loyalty results in higher usage rates as well as reduced costs through
by gaining considerable attention both in theory and in management customer retention (Kim, 2010).
practice, gamification has proven its advantages in several ways: The determinants of technology acceptance have been one of the
increasing customer engagement; crowdsourcing innovation; improving most researched topics in the information systems literature. However,
employee performance (Salcu & Acatrinei, 2013); and efficiency of there is still a lot to discover with regards post-acceptance behaviors of

* Corresponding author.
E-mail addresses: elifaydinliyurt@gmail.com, eliftugba.aydinliyurt@ou.bau.edu.tr (E.T. Aydınlıyurt), nazim.taskin@boun.edu.tr (N. Taşkın), s.scahill@auckland.
ac.nz (S. Scahill), tokera@boun.edu.tr (A. Toker).

https://doi.org/10.1016/j.ijinfomgt.2021.102414
Received 2 December 2019; Received in revised form 8 August 2021; Accepted 9 August 2021
Available online 19 August 2021
0268-4012/© 2021 Elsevier Ltd. All rights reserved.
E.T. Aydınlıyurt et al. International Journal of Information Management 61 (2021) 102414

individuals. Based on the Technology Acceptance Model (TAM), Theory times, in the Olympic Games, where winners earned an olive-leaf crown
of Reasoned Action (TRA), and the Theory of Planned Behavior (TPB), as a reward. Those who won the game three times achieved the honor of
Bhattacherjee (2001) has proposed a model, the Information Systems getting their statues displayed in Olympia, symbolizing their greatness
Continuance Model (IS Continuance Model), to explain antecedents of (Kim, 2015a).
post-adoption. To further elaborate on the difference between initial The tool kit of gamification consists of several components similar to
acceptance and continuance, it is critical to examine those psychological the building blocks of a game. The interest in gamification was initially
motivators that become important after individuals accept a technology driven by the observation that people are highly engaged while playing
(Hong, Kim, & Lee, 2008). Taking this into account, building on the games, and this enthusiasm continues for a significant amount of time
proposed IS continuance model based on TAM, TRA, and TPB, in this (Insley & Nunan, 2014). Therefore, the same motivational techniques
study, we aimed to explore possible psychological motivators that could that are used in video games are commonly applied to a non-game
lead us to improve further and additional valuable insights for the IS context (Andonova, 2013). Users tend to feel so involved in games
continuance model. Since long-term relationships with mobile users are that they allocate much time to them regardless of their free time in real
crucial (Kim, 2010) and limited research has been conducted into what terms. Furthermore, during their time playing games, they tend to care
motivates people to use or abandon a mobile app, despite the size of the less for anything else that happens in their surroundings. This high
mobile app industry (Tam, Santos, & Oliveira, 2020). Our research focus involvement and interaction of individuals in the gaming environment
will be on mobile applications as the type of information system. eventually caught the attention of marketers, and an opportunity to
Moreover, the questions that we seek answers to include: translate game elements into a non-game platform has been exploited.
Since gamification is a powerful tool for increasing user engagement
• How is users’ satisfaction affected by the individuals’ psychological levels, the number of companies leveraging these techniques is contin­
motivations with gamification embedded mobile applications? ually increasing as part of their marketing and promotion activities
• How is users’ continuance intention affected by the individuals’ (Kim, 2015a). It has been explained that gamification is most frequently
psychological motivations with gamification embedded mobile used in marketing domains to enhance brand image and increase
applications? customer loyalty (Blohm & Leimeister, 2013). However, achieving
• Which psychological motivators are linked positively or negatively positive results with its successful implementation presents many op­
to individuals’ satisfaction and continuance intention with gamified portunities for other business divisions.
mobile applications? New business opportunities have presented themselves due to im­
provements in digital technologies and the establishment of new mobile
The remainder of the study proceeds as follows. First, we define platforms where gamified elements can be added. Gamification aims to
gamification, and critique relevant literature related to Information enhance the core offer by delivering emotional and social experiences
Systems Continuance and behavioral motivation systems. Next, we test a bundling game design elements with complex, IT-based services (Blohm
series of hypotheses and present the results of the data analysis. In the & Leimeister, 2013). The primary intention is to trigger individuals’
final section, we discuss the study’s key findings with implications and motives in a way that eventually influences their behaviors, and for this
outline a future research agenda and study limitations. reason, it is accepted as quite persuasive (Petkov, Ko¨bler, Foth, Medland,
& Krcmar, 2011). Breaking automatic habits is never easy since in­
2. Literature review dividuals tend to revert to them in the long term, even though these
habits may not bring additional value in terms of enhancing people’s
2.1. Gamification quality of life. Furthermore, in some cases, individuals are fully aware of
the uselessness or harmfulness of certain habits, but they are still unable
Playing games constitutes a part of many people’s free time. A recent to quit them easily even if they want to; in short it is hard to alter habits.
meta-analysis of the existing literature on games showed that usefulness Gamification has a high potential for modifying habitual behaviors and
and enjoyment are equally important reasons people choose to play supporting the addition of new behavior patterns as a result of positive
games (Hamari & Keronen, 2017). Similar to games, gamification had emotional feedback (Blohm & Leimeister, 2013) and this is what in­
emerged as a trend many years ago, and increasingly more companies terests marketers. With the appropriate stimuli, these behavioral
have used gamification techniques to capture opportunities over the changes are expected to occur; and by fostering positive emotions,
recent decades. Gamification has many definitions in the literature, gamification enables the breaking of present habits, replacing them with
which have much in common. Deterding, Dixon, Khalled and Nacke (, new ones and maintaining the newly established habits by continuously
2011, p. 9) define gamification as "the use of game design elements in presenting suitable incentives (Ortiz de Guinea & Markus, 2009).
non-game contexts". Focusing on added value, Huotari and Hamari There has been an increase in the range of gamified features explored
(2017) propose the following definition: “Gamification refers to a pro­ in various contexts, and the most commonly seen platforms/sectors
cess of enhancing a service with affordances for gameful experiences in utilizing gamification are crowdsourcing, health, and education (Koi­
order to support users’ overall value creation.” Kim (2015b) agrees on visto & Hamari, 2019). The Nike Run Club mobile application is a good
the apparent difference between a game and gamification, by indicating example, providing a means for users to track their running progress, see
that the latter does not precisely have the purpose of the creation of the their athletic performance history and rankings among friends, collect
former, but that it involves the transferral of its positive qualities to a NikeFuel as they train, and earn badges and trophies when they reach
platform which is not a game and for this particular reason, it is called milestones as a symbol of their achievements. Moreover, they are
gami-“fy”-ing. Accordingly, a “Gamified Mobile Application” can be encouraged to share their running activities among friends and socialize
defined as a non-game mobile application that integrates game dy­ while competing for a better status on the leaderboard. Users can also
namics to stimulate the retention of users. join various challenges in which they try to complete certain tasks in a
We see examples of gamification in the everyday lives of individuals specified duration and in which they compete not only with their friends
who have not yet been introduced to online products and services. Many but also the whole Nike community through actively using the mobile
decades ago, military badges, newspaper coupons, educational rewards, application. We see various other mobile applications in which gamifi­
etc. laid the foundation of gamified features in our offline lives. Rapid cation is exploited to increase customer engagement and capture users’
technological advancements fueled this involvement and, with the interest in products or services. Foursquare Swarm, Facebook Places,
dramatic increase in smartphone adoption levels, mobile web usage, and and Starbucks mobile apps are some well-known examples in which
intensive social media influence on everyday lives came the era of the users are motivated to undertake certain actions more often by being
“gamified world.” Examples of gamification can be seen back in ancient exposed to “game-like” features. For instance, in the Swarm app,

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individuals can check-in at places they visit, create a personal record of 2.2. Information systems continuance
their experiences, see where their friends have been, and earn points and
badges as a reward for being a more active user. Oh the other hand, Ongoing use of mobile applications post-acceptance is expected to
Facebook Places rewards its editors’ community for contributing to the significantly impact the growth and sustainability of the mobile appli­
information pool about places they are knowledgeable about. Users can cations marketplace. Low profits due to an inability to maintain cus­
see where they stand in the competition based on total points they have tomers’ continued use challenge many different businesses to survive in
collected depending on their contribution to the community, earn the mobile world. In marketing and information systems disciplines,
badges and reach status levels as they move up the leaderboard. Star­ continuance usage is considered more critical than initial acceptance for
bucks has implemented a similar gamification strategy where it offers eventual success (Venkatesh & Davis, 2000). Maintaining relationships
not only intangible rewards but also tangible rewards such as free food with customers in the long term is particularly important, not just
or drinks that can be redeemed via the stars that users collect with each because it is more likely to see loyal customers use the service more
transaction they make. It is highly recommended that companies actively and continuously, but also because of the lower cost to retain
embrace and leverage the power of gamification in their loyalty systems them (Thong, Hong, & Tam, 2006). It has been suggested that it costs
(Andonova, 2013). Gamification is also found to positively influence five times more to retain an existing customer than acquire a new one
users’ purchase behaviors (Wen, Chang, Lin, Liang, & Yang, 2014) with (Reichheld & Schefter, 2000).
a study finding that gamification significantly affects the donations on Various theories and models have been proposed to explain users’
one crowdsourcing platform (Behl & Dutta, 2020). As can be seen from motivations in adopting and continuing with a technology. For instance,
the aforementioned examples, more and more industry giants are in­ persuasive technology is defined as an interactive information systems
clined to embed game mechanics into their businesses with the aim of product that aims to monitor change in human behavior and attitudes
increasing engagement, boosting customer retention, and encouraging (Fogg, 2002). It is a system designed to encourage individuals to adopt
customers’ purchase intentions. positive behaviors or improve their attitudes without coercion or any
Some consumers like to track statistics related to their progress, deceit (Yohana Dewi, Lukito, & Adhistya, 2019). Self-determination
receive rewards for their accomplishments, learn from their experiences, Theory is another theoretical framework proposed to explain human
and compete and collaborate with others while socializing at the same motivations (Deci & Ryan, 1985) indicating three basic psychological
time (Salcu & Acatrinei, 2013). Gamified software services and products needs; competence, relatedness and autonomy. These three needs refer
are found to encourage individuals to complete specific tasks, with the to experiencing positive emotions; when we succeed, have a pleasant
following results: establishing optimism utilizing an increased sense of relationship with someone important, and become more self-regulating,
achievement and positive feelings; boosted user satisfaction, which re­ respectively (Sheldon & Schüler, 2011). For example, in a study pro­
sults from users’ envisioning their advancements and emotions related posing a combined view of the Technology Acceptance Model and
to individual progress of performance; fostering social interaction; a Self-determination Theory, it was found that the intrinsic motivations;
feeling of belonging to a community with similar purposes; facilitating specifically autonomy and relatedness, enhanced the perceived useful­
the learning progress, as a result of skill improvement by completing ness and perceived ease of use which are the primary elements of TAM
specific subtasks of gamification and going even further up in reaching and as a result individuals’ behavioral intention to use the specified
new difficulty levels; and finally improved problem solving, as a result of technology (Racero, Bueno, & Gallego, 2020, pp. 10082711). Most other
achieving higher status and going beyond personal goals (Harman, studies, which were based on the Flow Theory (Csikszentmihalyi, 2000)
Koohang, & Paliszkiewicz, 2014). Even though gamification has proven and the Self-determination Theory (Deci & Ryan, 1985), have brought
to be very successful in providing positive and effective results, it does more profound insights into explaining the impact of individuals’
not automatically trigger users’ motivations or improve customer extrinsic motivations, such as the perceived ease of use and perceived
engagement (Kim, 2015b). usefulness, as well as intrinsic motivations such as the perceived
In effectuating the fundamentals of gamification, core offer providers enjoyment and perceived playfulness on their intention to accept and
activate particular user motivations to invoke specific behaviors and use a technology (Chang, Liang, Yan, & Tseng, 2013).
influence the users towards pre-defined objectives (Blohm & Leimeister, According to mobile service providers, initial adoption reflects the
2013). Individuals’ positive perceptions of gamified mobile applications acquisition of potential users who can be later converted to actual users.
and their highly involved reactions to game-like features made busi­ On the other hand, post-adoption, reflects the retention of existing
nesses realize an essential opportunity. However, companies should customers who can be converted to loyal users (Zhou, 2011). The body
implement gamification very carefully to focus on the motivations of the of research related to post-adoption behaviors of mobile customers has
target group. This is because when they are presented with attractive received less attention in the past than initial adoption behaviors (Zhou,
rewards and other game elements that appeal to their motivations, a 2011). Since initial studies considered continuance as an extended part
significant increase in their interest in gamification is expected (Kim, of adoption, they did not focus on factors related to post-adoption. As a
2015b). Many companies consider implementing gamification in their result, they failed to reveal the reasons behind individuals’ abandon­
core businesses, but it is crucial to exploit this opportunity correctly ment following their initial technology acceptance (Jin, Lee, & Cheung,
since inadequate application might entail difficulties and result in 2010). For example, a recent study finding indicates that pre-adoption
deflated profits and decreased customer satisfaction. A Gartner report by and post-adoption perceptions should be taken into account and that
Burke (2012) predicted that most of the gamified mobile applications individuals’ IS Continuance intention is strongly influenced by satis­
would result in failure because of insufficient adjustments and improper faction, post-adoption self-efficacy, and post-adoption perceived use­
design. Now we see that this prediction has become a reality. Failures in fulness (Gupta, Yousaf, & Mishra, 2020). Research interest in IS
gamification may also be related to a lack of implementing elements that continuance is growing, and there is still a lot to discover in this respect.
trigger specific behavioral motivations, which are expected to affect Customers’ technology acceptance is a pre-condition for achieving IS
users’ satisfaction and their continued use in a positive manner. This success, but their continuance intention is a must to ensure its perma­
study, therefore, aims to explore behavioral motivational systems in nence in the long term. Bhattacharjee’s model of IS continuance, which
detail and gain a better understanding of how to design gamification to adapted Expectation-Confirmation Theory (ECT), postulated by Oliver
have a higher chance of market survival as a result of individuals’ (1980) from the consumer behavior literature, is similar to the model of
improved satisfaction and continued use with gamified mobile IS acceptance, also known as Technology Acceptance Model, which
applications. adapted the Theory of Reasoned Action, formulated by Davis, Bagozzi,
and Warshaw (1989) from social psychology (Bhattacherjee, 2001). TRA
suggests that an individual’s behavioral intention determines his or her

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performance related to the behavior in question, and the individual’s den Berg, Franken, & Muris, 2011), and these mechanisms are essential
attitude and subjective norms determine his or her behavioral intention elements included in gamified mobile platforms. For these reasons, our
(Al-Gahtani & King, 1999). Drawing on TRA, the Technology Accep­ study aims to broaden RST and gain valuable insights related to these
tance Model was first formulated by Davis (1985) to explain users’ motivation systems in the field of IS.
initial acceptance behavior of information systems. According to TAM, Gray (1987) Reinforcement Sensitivity Theory posits that there are
perceived usefulness and perceived ease of use determine individuals’ two distinct dimensions of personality: “anxiety,” which indicates the
attitudes towards using a system, whereas their attitudes and perceived sensitivity of the Behavioral Inhibition System in response to stimuli
usefulness jointly determine their behavioral intention (BI). Finally, the associated with punishment; and “impulsivity” which indicates the
degree of BI determines individuals’ actual system use. ECT is commonly sensitivity of the Behavioral Activation System in response to stimuli
acknowledged in marketing literature to explain customers’ satisfaction associated with reward. BAS, referred to as “approach motivation,” is
and purchase intentions (Venkatesh, Thong, Chan, Hu, & Brown, 2011). mainly related to positive consequences whereas BIS, referred to as
ECT indicates that satisfaction, confirmation related to initial expecta­ “avoidance motivation,” is mainly related to negative consequences
tions, and perceived product performance determine individuals’ (Arnold & Reynolds, 2012).
behavioral intention to reuse it. In the early stages, consumers have an The RST was later revised to consist of another distinct dimension
initial expectation of a product before they have the chance to use it. defined as; Fight Flight and Freezing System (FFFS) (Gray &
After they use the product, they compare their former expectations of McNaughton, 2000), directly related to fear and punishment cues. In
the product’s performance and this evaluation phase is defined as the this paper, based on the study’s context, we address the most widely
confirmation stage, where they assess whether their initial expectations used measures based on RST; BAS, and BIS (Levinson, Rodebaugh &
are met and to what extent. The level of their confirmation determines Frye, 2011). According to Gray (1978, 1981), BIS triggers negative
their satisfaction, which later plays a vital role in their intention to feelings such as fear, anxiety, and frustration, whereas BAS triggers
purchase again. positive feelings, such as hope, elation, and happiness provided that the
According to Bhattacherjee (2001), IS continuance and consumers’ person is exposed to given cues. Since BAS and BIS reflect different
repurchase behaviors illustrate similar decision paths. However, IS structures in the nervous system, it is expected that individuals with a
continuance is different from ECT since the emphasis is only on the variety of combinations of high and low BIS and BAS sensitivity levels
factors related to post-adoption. The IS continuance model, proposed by would exist in a given population (Carver & White, 1994). It is also
Bhattacherjee (2001) introduced a new theoretical framework as an expected that high BAS sensitive individuals would be responsive to
extension of ECT, including four different constructs, as shown in Fig. 1. rewarding cues and experience positive affect as a result. In contrast,
This model indicates a positive significant relationship between users’ high BIS-sensitive individuals would be responsive to punishment cues
satisfaction and Information Systems Continuance intentions as well as and experience negative affect and anxiety as a result (Carver & White,
perceived usefulness and IS Continuance (Bhattacherjee, 2001). Fig. 2. 1994).
This model explains the post-acceptance behaviors of individuals Many types of addictive behaviors have been researched in the
related to their intention to continue using a particular information literature concerning BIS and BAS, and it has been found that BAS was
system. In the confirmation stage, consumers evaluate whether their associated with addictive behaviors such as alcohol and drug use,
initial expectations have been sufficiently met after accepting and using whereas BIS was associated with the frequency of self-reported drug use
the technology. The degree of their confirmation affects their satisfac­ (Voigt et al., 2009). Both motivations have been found to correlate
tion with the system and their perception of its usefulness. Thus, highly with college students’ Internet addiction (Yen, Ko, Yen, Chen, &
perceived usefulness and satisfaction jointly determine their intention to Chen, 2009). In contrast, gamification has the aim of establishing a more
continue using the system. positive addiction in individuals. Since BIS and BAS have been closely
linked to addictive behaviors in the literature in other contexts, it can be
expected that they might play an important role also in the continued
2.3. Behavioral motivation systems
use of gamified mobile applications.

Behavioral motivation systems have been thoroughly researched in


3. Hypotheses development
the literature in various contexts but there is still much more to discover
about motivation theories within the field of IS. In order to study human
3.1. Behavioral activation system
motivational behavior, various theories have been proposed in psy­
chology, which can be found in Table 1:
The Behavioral Activation System has also been identified as the
Out of the relevant motivation theories, the Reinforcement Sensi­
behavioral approach system (Gray, 1990) and the behavioral facilitation
tivity Theory (RST) defines two different motivation systems: Behavioral
system (Depue & Iacono, 1989). It is referred to as a system that regu­
Activation System and Behavioral Inhibition System. BAS relates to
lates pleasant behavior following stimuli of desire and positive
approach motivation towards a reward, whereas BIS relates to avoid­
emotional experiences such as happiness and excitement (Hayden et al.,
ance motivation away from punishment (Gray, 1984). Individuals have
2008). BAS is associated with individuals’ sensitivity to rewards and
varying sensitivity levels in response to reward and punishment (Van

Fig. 1. Information systems continuance model (Bhattacherjee, 2001). Notes: BAS - Reward Responsiveness - Behavioral Activation System - Reward Responsiveness.
BAS - Drive - Behavioral Activation System – Drive, BAS - Fun Seeking: Behavioral Activation System - Fun Seeking.

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Fig. 2. Research model.

positive stimuli, and it is linked to appetitive emotions, which influence motivating the customers to continue the activity and thus spend more
actions toward positive outcomes (Carver & White, 1994). There are money. Excess gambling and the inability to control the continuance
three subscales in the BAS domain, which are namely Reward Respon­ behavior are believed to result primarily from a lack of coping skills. The
siveness, Fun Seeking and Drive. subsequent effects of gambling on an individual’s lifestyle further
decrease these resources and fuel the urge to continue gambling,
regardless of the outcome (Sharpe & Tarrier, 1993).
3.2. Reward responsiveness Gambling has two different consequences for individuals; one is the
positive outcome where the person achieves a monetary reward, and the
Responses to reward and punishment have been researched thor­ other is the negative outcome where the person encounters a monetary
oughly in the literature, and it has been found that there are various loss; more often the latter. On the other hand, gamified mobile appli­
levels of sensitivity to reward and punishment among individuals (Van cations offer users a platform where they are presented with positive
den Berg et al., 2011). As one of the BAS sub-scales, Reward Respon­ outcomes such as badges, points, etc., when their continued use is
siveness (RR) indicates the anticipation of a reward and a positive maintained. In this context, there is not necessarily an extremely nega­
response to it when achieved. Additionally, it is identified as an in­ tive outcome similar to a monetary loss in gambling; however, while
dividual’s proneness to experience positive feelings such as excitement some gamified mobile applications allow the user to keep the status quo
and happiness when encountered with rewards (Carver & White, 1994). when they discontinue, others decrease the users’ existing virtual gains
Gamification includes rewarding elements and provides positive when the user stops engaging with the mobile application.
cues that can trigger the varying levels of RR of individuals. Gamified A study in gambling addiction found that individuals who have high
mobile applications create an environment with rewarding cues (Kim, levels of RR were more sensitive to outcomes where there was a possi­
2015b) and individuals with high RR are more sensitive to rewards as bility for a reward in the end, regardless of whether this outcome was
well as prone to giving a positive emotional response when encountered positive or not (Van den Berg et al., 2011). Gamification provides out­
with them (Carver & White, 1994). Consequently, we can expect that comes that aim to establish a positive addiction in users which in turn
there might be a positive association between the BAS sub-scale, reward aims to encourage their continued use of the technology involved. In­
responsiveness, and users’ satisfaction with mobile applications that dividuals who are more sensitive to rewarding stimuli have a higher
involve gamification. Therefore, the following hypothesis is stated: tendency to have attention for and develop an approach behavior in
H1. : Reward Responsiveness will be positively related to users’ satisfaction circumstances that involve appetitive or rewarding cues (Jonker et al.,
in gamified mobile applications. 2016). For this reason, we can expect that the sub-scale of BAS; reward
responsiveness will be positively associated with individuals’ willing­
It is noted that IT addiction is a concern that is on the rise, which is ness to continue using a gamified mobile application; thus, the following
determined by the excessive compulsive use of IT games or social media hypothesis is derived:
(Maier, 2020). Moreover, it is indicated that while some users can dis­
continue their use of IT on their own, whereas other people may need H2. Reward Responsiveness will be positively related to IS Continuance
professionals to help them terminate their use of IT to avoid the adverse Intention in gamified mobile applications.
effects on their private and social life. (Maier, 2020). As a similar
addictive behavior, gambling at its core aims to make its participants as 3.3. Drive
addictive as possible and encourages them to revisit gambling machines
as frequently as possible in order to make the maximum profit by Drive, as one of the sub-scales of BAS, denotes the expectation of

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Table 1 relationship between the BAS sub-scale; drive, and users’ satisfaction
Motivational theories. with gamified mobile applications. Therefore, the following hypothesis
Theory Description References is stated:
Expectancy-Value Expectancy-Value Theory posits (Borders, Earleywine, H3. Drive will be positively related to satisfaction in gamified mobile
Theory that individuals select their & Huey, 2004) applications.
behaviors according to the
outcomes they expect and their Gamified mobile applications set various goals for the users, such as;
value assessment of those completing tasks, collecting virtual currency, achieving better perfor­
outcomes.
Attribution Theory Attribution Theory addresses the (Graham, 2020)
mance than others and moving up the leaderboard. Individuals tend to
explanations or causes of success discontinue the goal pursuit, disengage from it when they no longer
and failure as a consequence. The perceive the goal as desirable, achievable, or realistic (Milyavskaya &
three dimensions of these causes Werner, 2018). However, goals embedded in gamified mobile applica­
are locus, stability and
tions are intentionally made feasible and achievable to motivate users’
controllability in which each
dimension is connected to positive actions toward the mobile application.
specific behavioral outcomes. Since as one of the sub-scales of BAS, drive refers to the expectation
Social Cognitive Social Cognitive Theory indicates (Bandura, 1986) of attaining a rewarding goal (Chen et al., 2017), and gamified mobile
Theory that environmental stimuli applications intend to maintain users’ expectation of a possible goal
contribute to determination of
behavior as well as human
completion by assuring the created goals remain achievable, we can
cognition. expect that there is a positive association between drive and IS contin­
Reinforcement Reinforcement Sensitivity Theory (Bijttebier, Beck, Claes, uance intention in gamified mobile applications. Thus the following
Sensitivity Theory (RST) posits that there are two & Vandereycken, hypothesis is stated:
main motivational systems; the 2009)
behavioral inhibition system H4. Drive will be positively related to IS Continuance Intention in gamified
(BIS) is accountable for behavior mobile applications.
in response to punishment
associated stimuli and the
behavioral activation system
3.4. Fun seeking
(BAS) is accountable for behavior
in response to reward associated
stimuli. Smartphone apps are becoming more important in people’s lives,
Cognitive The Theory of Cognitive (Aronson, 1969) and intrinsic motivations such as playfulness, enjoyment, and fun can be
Dissonance Dissonance indicates that acquired by adopting a new product or service, such as a smartphone,
Theory dissonance is a negative
based on its novel features (Alalwan, 2020). Gamified mobile systems
motivational state that
individuals experience when they offered within a smartphone have been found to offer more user
hold contradictory cognitions. enjoyment than traditional systems (Triantoro, Gopal, Benbunan-Fich,
Self-Actualization Self-Actualization Theory posits (Maslow, 1970) & Lang, 2019). It has also been found that gamification significantly
Theory that individuals are motivated to affects the flow state in one study conducted on millennials (García-­
reach their highest potential in
life and it is an ongoing process
Jurado, Castro-González, Torres-Jiménez, & Leal-Rodríguez, 2019)
where there are peak moments of where flow is defined as a state in which a person is involved in a specific
achievement. activity (Csikszentmihalyi, 1990). Individuals had reported higher levels
Self-Perception Self-Perception Theory indicates (Bem, 1972) of enjoyment/fun and greater satisfaction when they experienced a flow
Theory that individuals sometimes
state (Ghazali, Mutum, & Woon, 2019).
analyze their own attitudes and
emotions in the same way they Fun Seeking reflects the motivation to seek out novel rewards (Chen
would do others and as a result, et al., 2017) and “a willingness to approach a potentially rewarding
make inferences about their inner event on the spur of the moment” as defined by Carver and White
motivations like an outside (1994). Li et al. (2016) found that individuals having more fun in a
observer.
The Incentive Incentive Theory of Motivation (Ho & Thuy, 2020)
Facebook game were more satisfied with the game. Since gamification
Theory of posits that external outcomes triggers individuals’ fun/enjoyment levels and having fun brings satis­
Motivation such as praise, materialism, etc. faction, it can be expected that there might be a positive relationship
are the primary motivators of between fun-seeking motivation and satisfaction in gamified mobile
human actions.
applications. Therefore, the following hypothesis is derived:
H5. Fun Seeking will be positively related to satisfaction in gamified mobile
achieving a rewarding goal (Chen et al., 2017) and is described by applications.
Carver and White (1994) as “pertaining to the persistent pursuit of
desired goals.” Goals can be pursued with varying strategies. For Flow is a state in which an individual experiences high levels of
example, some have “approach goals” where they try to achieve positive enjoyment/fun and low levels of awareness of the surroundings. Csiks­
outcomes in their lives, such as improving their lifestyle in terms of their zentmihalyi (1997) defines these moments of joy in life as “so perfect
health, becoming better at their job, getting higher scores in schoolwork. that you want it to last forever.” Mobile game users have reported higher
Others have goals to avoid negative consequences such as failing from a enjoyment levels when they are in a flow state (Ghazali et al., 2019), and
class, getting sick, or losing a relationship they care about (Park, Van it has been found that perceived enjoyment/fun has a significant effect
Dyne, & Ilgen, 2013). on users’ intention to continue playing online games (Wu, Wang, & Tsai,
Gamification within mobile applications provides goals for the users 2010).
where they are encouraged to pursue positive outcomes of earning in Since enjoyment mediates the relationship between flow and
terms of virtual rewards and tangible gifts in some cases, like Starbucks. continuance intention (Ghazali et al., 2019), and fun-seeking refers to
Since it has been found that people pursuing approach goals tend to have the motivation to look for ways to achieve new rewards “on the spur of
greater satisfaction when they use an approach strategy (Park, Van the moment” (Carver & White, 1994, p.4), it can be expected that in­
Dyne, & Ilgen, 2013), it can be expected that there might be a positive dividuals who look for fun will continue their usage to extend their
pleasant experience. Thus, the following hypothesis is proposed:

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H6. Fun Seeking will be positively related to IS Continuance Intention in 2017, millennial Internet users spent an average of 223 min a day on
gamified mobile applications. their mobile devices, which indicates an 18.6% increase compared to
2016 (Statista, 2021b).
The survey was conducted offline after receiving ethical approval for
3.5. Behavioral inhibition system
the study from the University Ethics Board. In order to increase the
likelihood of accessing students from various majors and to improve the
Behavioral Inhibition System reflects the sensitivity to punishment
randomization of sampling, five core courses that many students take
and anxiety proneness. Individuals with high BIS tend to be more sen­
were selected from which to collect data. The sampling frame consisted
sitive to negative stimuli, and they try to avoid negative feelings and
of 40–50 students for each class section and up to 90 students in mass-
outcomes (Carver & White, 1994). For instance, a study by Arnold and
exam sessions. The surveys, a consent form, and an information sheet
Reynolds (2012) indicated that both approach and avoidance motiva­
explaining the study were handed out at the beginning of these sessions
tion led to positive emotions and evaluations by shoppers in a retail
and participation was voluntary. Students had 20 min, based on the
context. The reason for this was explained by shopping being recognized
findings from the pilot study, to complete the survey. Out of distributed
as an activity that has an “escapist” quality that individuals with high
400 surveys, we received a total of 314 responses (78.5%), of which we
BIS seek to avoid problems in their lives for a certain period of time.
excluded 15 (4.8%) respondents as they indicated that they had never
Gamified apps allow users to enjoy their time with game-like mecha­
used a gamified mobile application before.
nisms, but since they are offered in a virtual environment, and users’
In the distributed survey instrument, a definition of gamification was
actual environment does not change by engaging in a gamified mobile
provided. Participants were also given examples of well-known gamified
application, it may not provide the same “escapist” value that a retail
apps and asked to consider the app they had used before while
shop has. In addition, previous research has revealed that individuals
answering the survey questions. Since study’s objective is about un­
with high avoidance motivation search for experiences that decrease
derstanding how gamification apps should be designed in general,
their level of anxiety and negative emotions (Carver & White, 1994).
considering the Behavioral Inhibition and Activation Systems, partici­
Some people enjoy spending time in a competitive environment such as
pants were asked to consider one app they were familiar with the most.
a gamified platform; however, we might expect that some others may
Since our research model is focused on post-adoption behavior of in­
feel anxious and dissatisfied. Accordingly, the following hypothesis is
dividuals, we only included the responses that belonged to the partici­
derived:
pants who have already adopted this technology.
H7. BIS will be negatively related to satisfaction in gamified mobile This study measured BAS and BIS sensitivities as well as the degree of
applications. perceived usefulness, confirmation, satisfaction and continuance inten­
tion to genuinely understand individuals’ intention to continue using
Some individuals enjoy competition; they are motivated to get to the
gamified mobile applications. The measures that were used in this
top of a leaderboard and gain more points than others, while others try
article were adapted from previous studies. The BIS-BAS scale proposed
to avoid competition whenever they can. This is because they fear losing
by Carver and White (1994) was used to assess the different sensitivity
the respect or affection of others at the end of competition either by
levels of BAS and BIS among individuals. BIS has a seven-item scale
losing or winning it (Ryckman, Thornton, & Gold, 2010). For these in­
related to anticipation of punishment, whereas BAS has three sub-scales:
dividuals, the repelling features of a gamified mobile application might
Reward Responsiveness, which includes five-items related to the
result in dissatisfaction, frustration, anxiety, feelings of being left out,
expectation of a reward; Drive, which consists of a four-item scale
and incompetence, and so on. Consequently, since individuals with high
related to the pursuit of goals; and Fun Seeking, which includes a
avoidance motivation tend to avoid unwanted situations, we can also
four-item scale related to seeking novel rewards on impulse (Carver &
expect that there might be a negative association between BIS and users’
White, 1994; Smits & Boeck, 2006).
satisfaction and their intention to continue using gamified mobile ap­
Items were changed slightly to fit with the context, and a pre-test was
plications. Accordingly, the following hypothesis is stated:
conducted to avoid any possible ambiguity in the interpretation of sur­
H8. BIS will be negatively related to IS Continuance Intention in gamified vey questions. The randomly selected ten students were asked to com­
mobile applications. plete the final survey and comment on any of the items if they had any
difficulty in understanding them to ensure that all the survey items were
4. Methodology fully coherent. As a result, no major concerns appeared and only minor
adjustments were made to improve clarity. The respondents also
Empirical data for the research model was collected from university received a cover letter assuring the completely anonymous nature of the
students from various faculties, including engineering, social sciences, survey. We assessed all items in the survey, including BAS and BIS items
arts and sciences, and education faculties. The sampling strategy (Carver & White, 1994), based on a seven-point Likert scale (G. Park,
involved the recruitment of millennial students. The researcher’s fa­ 2013) as well as IS continuance items (Bhattacherjee, 2001) to gather
miliarity with the region and access to the academic institution enabled sufficient psychometric results.
a convenience sampling approach to be taken. Taking into account the Structural equation modeling (SEM) was used since it enables re­
estimation of mobile Internet penetration in Europe to range from 90.3% searchers to obtain answers for several interrelated research questions in
(UK) to 56.9% (Ukraine) in 2020 (Statista, 2021a), the institution a single, systematic and comprehensive method by simultaneously
selected in the study was considered as a good representation of the modeling the relationships between several independent and dependent
target market; a well-known university with over 17,000 students constructs (Tarka, 2018). Covariance-based SEM (CB-SEM) and Partial
located in Eastern Europe. Least Squares SEM (PLS-SEM) are commonly used as different ap­
The reason behind choosing university students was that millennial proaches in analyzing the relationships between multiple variables. Both
consumers’ accessibility and technology acceptance is relatively high methods have advantages and disadvantages due to their varying esti­
compared to older consumers (Hur, Lee, & Choo, 2017). Millennials are mation procedures and outcomes; therefore, it is crucial to select the
identified as individuals born between 1980 and 2000 (Donnison, proper method depending on the type of study. When choosing PLS or
2007), and one of the most valuable belongings for this technologically CB-SEM, it is essential to determine if the research to be conducted is
advanced generation is a smartphone (Holicza & Këdena, 2018). They exploratory or confirmatory. PLS should be used for the former, whereas
are considered a generation with increased accessibility to and famil­ researchers can use both methods for the latter (Lowry & Gaskin, 2014).
iarity with mobile technologies, and their mobile penetration has shown The increased use over time of PLS-SEM rather than other available
a consistent increase year on year (Statista, 2021b). For instance, in analytic options is evidenced in top journals such as MIS Quarterly,

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which confirm the rise of the number of papers using this method over factor, indicating no threat of CMB. A further test that is commonly used
20 years, 1992–2011 (Ringle, Sarstedt, & Straub, 2012). Over 20 years, for studies using PLS confirmed the same outcome. In PLS studies, ver­
out of 109 SEM studies, 65 selected the PLS-SEM technique most tical and lateral collinearity can be assessed with the full collinearity test
commonly based on: small sample sizes, issues of normality, and mea­ introduced by Kock and Lynn (2012). It is proposed that the presence of
surement of latent variables (Ringle et al., 2012). a VIF higher than 3.3 is a sign of pathological collinearity and a sign that
Another rationale is that PLS fits better for a study that aims to a model is affected by common method bias (Kock, 2015). Since in our
develop a theory rather than test it (Urbach & Ahlemann, 2010). This study, the VIF of all the variables is below point 3.3, we can say that it is
study aims to advance theory development rather than theory confir­ free of common method bias.
mation; thus, PLS-SEM was used. Additionally, while both PLS and Composite reliability and Cronbach’s alpha were used to assess the
CB-SEM test the measurement and theoretical models simultaneously reliability of the measurements. According to Nunnally (1978), the
(Chin, Marcolin, & Newstead, 2003), PLS-SEM possesses further ad­ threshold for Cronbach’s alpha is 0.7. It is also noted that values be­
vantages such as performing better with small sample sizes and being tween 0.50 and 0.70 are an indication of moderate reliability (Hinton,
free from normality assumptions (Chin, 1998). In addition, PLS-SEM Brownlow, McMurray, & Cozens, 2004) while 0.6 and above is consid­
was adopted due to the study’s exploratory nature (Benitez, Henseler, ered as marginally acceptable and sufficient for preliminary research
Castillo, & Schuberth, 2020). (Gliner, Morgan, & Leech, 2017; Hair, Anderson, Tatham, & Black,
2006). Since only two constructs had alphas slightly below 0.7 (BASD;
5. Results 0.686 and BASF; 0.674), we decided to progress the analysis with this
data since the composite reliability values were above 0.7 and the
5.1. Measurement model average variance extracted values were above 0.50 (Bagozzi & Yi,
1988). The variance explained for the constructs were as the following;
In studies using survey methodology, Common Method Bias (CMB) is R-squared coefficients of Perceived Usefulness (0.210), Satisfaction
tested to determine whether there is bias associated with the instrument (0.197), and Continuance Intention (0.282).
and whether there are any issues regarding the cause of the variation in The statistical significance of the factor loadings of each of the
responses. The most common method to determine CMB is Harman’s constructs was verified using confirmatory factor analysis. Table 2
single factor test (Podsakoff, MacKenzie, Lee, & Podsakoff, 2003). The shows that the factor loadings of the items, composite reliability, and
authors conducted Harman’s single-factor test in which all the con­ average variance extracted values were sufficiently high in the mea­
structs of the study are combined to conduct a factor analysis to un­ surement model, indicating convergent validity, reliability, and
derstand whether the bulk of the variance can be explained by the single discriminant validity. It can also be seen in Table 3 that discriminant
general factor (Podsakoff et al., 2003). Results showed that 17.8% of the validity was verified since the AVE of all constructs exceeded the
variance, less than the accepted threshold of 50%, was explained by one squared correlation coefficients. Only two items from the BIS scale were

Table 2
Measurement validity and reliability.
Factor Items Factor α AVE CR
loadings

Perceived Usefulness Using the mobile application, improves my performance in achieving my aim 0.918* 0.919 0.804 0.943
Using the mobile application, increases my productivity in achieving my aim 0.888*
Using the mobile application, enhances my effectiveness in achieving my aim 0.919*
I find the mobile application to be useful in achieving my aim 0.862*
Confirmation My experience with using the mobile application was better than what I expected. 0.878* 0.794 0.710 0.880
The service level provided by the mobile application was better than what I expected. 0.863*
Overall, most of my expectations from using the mobile application were confirmed. 0.784*
Satisfaction Please rate your feeling about the mobile application: very dissatisfied/very satisfied 0.747* 0.821 0.652 0.882
Please rate your feeling about the mobile application: very displeased/very pleased 0.824*
Please rate your feeling about the mobile application: very frustrated/very contented 0.840*
Please rate your feeling about the mobile application: absolutely terrible/absolutely delighted 0.816*
IS Continuance Intention I intend to continue using the mobile application rather than discontinue its use 0.848* 0.706 0.632 0.837
My intentions are to continue using the mobile application than use any alternative means (such as 0.827*
websites with similar offerings)
If I could, I would like to discontinue using the mobile application. 0.703*
BAS - Reward When I’m doing well at something I love to keep at it 0.762* 0.849 0.624 0.892
Responsiveness
When I get something I want, I feel excited and energized 0.843*
When I see an opportunity for something I like I get excited right away 0.782*
When good things happen to me, it affects me strongly 0.812*
It would excite me to win a contest 0.746*
BAS - Drive I go out of my way to get things I want 0.622* 0.686 0.517 0.810
When I want something I usually put my all energy to get it 0.747*
If I see a chance to get something I want I move on it right away 0.770*
When I go after something I use a "no limits" approach 0.728*
BAS - Fun Seeking I’m always willing to try something new if I think it will be fun 0.759* 0.674 0.508 0.804
I will often do things for no other reason than that they might be fun 0.735*
I often act on impulse, without planning 0.607*
I crave excitement and new sensations 0.738*
Behavioral Inhibition Criticism or scolding hurts me quite a bit 0.625* 0.755 0.509 0.837
System
I feel pretty worried or upset when I think or know somebody is angry at me 0.739*
If I think something unpleasant is going to happen I usually get pretty “anxious” 0.830*
I feel worried when I think I have done poorly at something important 0.668*
I worry about making mistakes 0.687*

Notes: * p < 0.001.

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Table 3
Discriminant and convergent validity of constructs.
BASD BASF BASR BIS Confirmation Perceived Usefulness Satisfaction Continuance intention

BASD 0.719
BASF 0.286 0.712
BASR 0.403 0.310 0.790
BIS 0.004 0.011 0.384 0.713
Confirmation 0.148 0.067 0.216 0.055 0.843
Perceived Usefulness 0.241 0.176 0.252 0.045 0.457 0.897
Satisfaction 0.107 0.047 0.116 -0.042 0.370 0.310 0.807
Continuance Intention 0.150 0.169 0.339 0.095 0.428 0.349 0.312 0.795

Notes: Square roots of average variances extracted (AVEs)are shown on diagonal.

removed to improve convergent validity and discriminant validity. The relationship between IS continuance intention and BAS-Reward
Responsiveness, Satisfaction, BAS-Fun seeking and Perceived Usefulness
were positive and significant (β = 0.259, p < 0.001, β = 0.243,
5.2. Structural model p < 0.001, β = 0.098, p < 0.05, and β = 0.218, p < 0.001, respec­
tively). The dependent variable did not have any significant relationship
PLS-SEM analysis was conducted in this study to understand the ef­ between Behavioral Inhibition System or BAS-Drive. BIS had a negative
fects of BIS and BAS sensitivities on Satisfaction and IS continuance and significant association with Satisfaction (β = − 0.103, p < 0.05),
intention in a gamified mobile application. The path coefficients for the whereas BAS-Reward Responsiveness, Confirmation and Perceived
research model are illustrated in Fig. 3. All coefficients related to the IS Usefulness had a positive association (β = 0.153, p < 0.01, β = 0.252,
Continuance model (Bhattacherjee, 2001) were significant in the ex­ p < 0.001, and β = 0.194, p < 0.001, respectively). In contrast, BAS-
pected direction. Drive and BAS-Fun Seeking did not have any significant association
It is recommended that the p values for APC and ARS should be both with Satisfaction. Finally, our results showed that Confirmation had a
significant at the 0.05 level, and AVIF is acceptable if it is lower than 5 positive association (β = 0.458, p < 0.001) with Perceived Usefulness.
and ideal if it is lower than 3.3 (Kock, 2012). Adequate model fit was Consistent with H1 and H2, BAS Reward Responsiveness was posi­
indicated as p values of both APC and ARS were lower than 0.05 tively related to Satisfaction and IS Continuance Intention. Results in
(p = 0.001 and p < 0.001 respectively), and AVIF was 1.176. An Fig. 3 indicate that BAS Drive was not significantly related to Satisfac­
acceptable Q-squared coefficient is indicated as the coefficient being tion or IS continuance intention. Contrary to our predictions, H3 and H4
above zero (Kock, 2012). Accordingly, we assessed predictive validity by were not supported. H5 predicted that BAS Fun Seeking would affect
confirming that the Q-squared coefficients for endogenous latent vari­ satisfaction positively. H5 was not supported, but since BAS Fun Seeking
ables were all above zero.

Fig. 3. SEM analysis of the research model *p < 0.05, **p < 0.01, ***p < 0.001.

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was significantly related to IS Continuance Intention, H6 was supported. by simply achieving progress with each accomplished step during the
Results indicated that BIS was negatively associated with satisfaction, whole game experience. However, even though setting a goal for con­
thus providing support for H7, but BIS was not significantly associated sumers of a mobile service seems reasonable to attract them to re-use the
with IS Continuance Intention, so H8 was not supported. Table 4 sum­ application to complete tasks, this does not necessarily seem to be the
marizes the status of the hypotheses. case in a gamified mobile platform. This may be because individuals
might be more focused on other service features related to rewards
6. Discussion rather than achieving a specific goal in this context. Another reason
could be that users might perceive a gamified mobile application
In recent literature, gamification has been found to significantly differently than a regular game (ex. puzzle game) in terms of a task
affect individuals’ continuance intention in various technologies such as completion process. They may not be encouraged in the same way in a
mobile banking services (Baptista & Oliveira, 2017), interest-based gamified mobile application as they are in a game to complete smaller
virtual communities (Feng, Liu, Qian, Guo, & Chen, 2019), and virtual tasks to achieve a bigger goal in the end, and this could justify the
corporate social responsibility platforms (Jun, Jiao, & Lin, 2020). insignificance of BAS Drive on both satisfaction and IS continuance.
Furthermore, a recent study’s findings indicate that a great positive ef­ BAS fun seeking was expected to influence both customers’ satis­
fect on users’ satisfaction is expected when gamification is implemented faction and their continuance intention positively. However, the results
in online community services (Xi & Hamari, 2019), other technologies indicated that it only affects continuance intention in a positive way but
such as e-learning platforms (Poondej & Lerdpornkulrat, 2019), has no effect on satisfaction which provides support for H6 but not for
smartphone-based jobs (Liu, Huang, & Zhang, 2018) and websites H5. The fun aspect of using information systems has a significant effect
(Hsieh & Yang, 2020). on the technology adoption of individuals (Van der Heijden, 2004) and
In this study, the aim was not to specifically evaluate gamification as plays an important role in post-adoption behaviors as well. Even though
an independent variable. Instead, the research was conducted in a those who seek fun tend to be addicted to the gamified elements and use
gamified mobile application context, and behavioral motivational sys­ the mobile application continuously, they may not be satisfied just
tems and their relation to Information Systems Continuance and in­ because they perceive the app as “fun.” Both users’ confirmation related
dividuals’ satisfaction were explored. The characteristics of these to the evaluation of the difference between their initial expectations,
motivational systems, such as “sensitivity to reward,” are closely related perceived performance after using it, and their perception of the use­
to gamification elements, and the results were consistent with previous fulness of the mobile application seems to play more prominent roles in
research in this respect. this respect.
Our findings suggest that from all BAS sub-scales, BAS reward BIS was found to influence satisfaction negatively, as expected in H7.
responsiveness had the most prominent effect on users’ satisfaction and This result supports our prediction that even though some individuals
their intention to continue using a gamified mobile application, sup­ like gamified platforms and become motivated to earn the highest points
porting H1 and H2, which indicates a positive relationship between by defeating others in a competition, others are predisposed to be
reward responsiveness and satisfaction as well as IS continuance. This dissatisfied in such circumstances. When individuals with high BIS
shows that individuals with a high degree of BAS reward responsiveness outperform others, they might feel distressed and frustrated because of
are more satisfied and willing to continue using the mobile application an expectation of resentment from others, or they might be prone to
when presented with attractive rewards. Additionally, compared to feeling anxious or incompetent when they can not have a high perfor­
other motivational factors, rewards are expected to strongly influence mance compared to others or even maintain their previous scores. Even
these individuals’ intention to spend more time on gamified mobile though avoidance motivation may not have an effect on individuals’
platforms. As they become more satisfied and motivated to engage with intention for discontinuance, high BIS individuals’ dissatisfaction may
the mobile application, they can be expected to form a stronger lead to other negative consequences such as negative reviews, lower
attachment to the mobile application and a positive addiction resulting customer engagement, decreased purchase intention, etc. Further
in continued use. research should be conducted to understand these possible negative
Contrary to our expectations, BAS drive was found to have no sig­ consequences that may result from dissatisfaction related to avoidance
nificant effect on satisfaction or IS continuance intention which did not motivation as they may be crucial in assuring the success and profit­
support H3 and H4. In other competitive settings, such as an interactive ability of the mobile product or service. On the other hand, in our study,
puzzle game, customer retention is positively influenced by creating a negative relationship between BIS and IS continuance intention was
more minor task achievements for the users, leading to a bigger goal in expected; however, no significant effect was found, which indicated no
the end. This aims to foster the sense of completion with each finished support for H8. This may indicate that individuals may not perceive the
task, which motivates the user to come back and complete another task online environmental cues of a gamified mobile application as threat­
to get closer to the ultimate goal. In the end, the user either gets satisfied ening or discomforting in any way. For this reason, their motivation to
by completing all the tasks before anyone else and winning the game, or use the application continuously may not be affected at all. Individuals
with a high level of BIS tend to avoid platforms that include punishment
Table 4
cues or provide negative experiences. However, in the case of a gamified
Summary of Hypotheses. mobile application, the negative cues may not be sufficient enough to
trigger these users’ avoidance motivation which would in other cases
Hypotheses Result
have resulted in them leaving the application immediately.
H1: Reward Responsiveness will be positively related to satisfaction. Supported To improve convergent and discriminant validity, we removed two
H2: Reward Responsiveness will be positively related to IS Continuance Supported
items from the BIS scale in this study. Even though there is general
Intention.
H3: Drive will be positively related to satisfaction. Not support for the performance of the BIS/BAS scale in recent literature,
Supported there is also debate about these scales having limitations in accurately
H4: Drive will be positively related to IS Continuance Intention. Not measuring the constructs they are intended to measure (Demianczyk,
Supported Jenkins, Henson, & Conner, 2014; Gray, Hanna, Gillen, & Rushe, 2016;
H5: Fun Seeking will be positively related to satisfaction. Not
Supported
Haws, Dholakia, & Bearden, 2010), especially the BIS scale (Poythress
H6: Fun Seeking will be positively related to IS Continuance Intention. Supported et al., 2008). Previously, it has been proposed that the items from the BIS
H7: BIS will be negatively related to satisfaction. Supported scale that refer to lack of fear should be deleted (Levinson, Rodebaugh,
H8: BIS will be negatively related to IS Continuance Intention. Not & Frye, 2011; Poythress et al., 2008). This finding is consistent with the
Supported
items that we have also excluded. It has been suggested that the deleted

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items represent a different construct than the BIS, namely the Fight to be more satisfied (Li et al., 2016), the results of our study suggest that
Flight and Freezing System; FFFS (Gray & McNaughton, 2000). The this might not be the case for gamified mobile applications. Individuals
resulting measure in our study excluded references to fear and empha­ seeking fun may not be satisfied from a gamified mobile application in
sized worry and anxiety for the BIS scale. As a result, in accordance with the same way they get satisfied from playing a game since they might not
previous literature (Levinson et al., 2011; Poythress et al., 2008), this perceive gamified elements in a mobile application identical to a game.
study provides a contribution confirming the update of the BIS scale. It They may be looking for a “whole game experience” for satisfaction and,
suggests the establishment of two different constructs rather than one, therefore, it would be misleading for managers to think they can achieve
which indicates that further studies should be conducted to improve the customer satisfaction by simply adding fun gamification elements.
BIS scale. Keeping this distinction in mind, managers should consider including
fun elements in the mobile app they are in charge of, but they should not
6.1. Theoretical contributions and implications rely on them as their primary focus since gamification may not guar­
antee ultimate customer satisfaction. Additionally, adding rewards
According to RST, BAS refers to approach motivation towards a seems to play a more significant role in influencing continuance inten­
reward, while BIS refers to avoidance motivation away from punishment tion than presenting features related to fun. Setting goals for the users of
(Gray, 1984). The present study expands the RST concerning the field of a gamified mobile application was also found to be ineffective for both
IS by empirically analyzing the effects of BIS/BAS on the satisfaction and purposes, indicating that individuals may be more interested in rewards
IS continuance intention of users of a gamified mobile application. and fun elements rather than being presented with goals such as task
Our findings are consistent with Gray (1987) and Carver and White completion. In this regard, managers can select rewards out of the most
(1994) studies, according to which approach motivation is expected to commonly utilized; points, badges, and leaderboards (Koivisto &
be associated with desirable behaviors, whereas avoidance motivation is Hamari, 2019), whereas they can emphasize the fun elements that stand
expected to be associated with undesirable behaviors. In the context of a out; concentration, challenge, and immersion (Jegers, 2009).
gamified mobile application, desirable outcomes from the mobile Since BIS is found to affect customer satisfaction negatively, man­
application owner’s perspective can be indicated as users’ high level of agers should be aware of a portion of users in their customer base who
satisfaction and addictive usage. In contrast, undesirable outcomes can have a high level of BIS since punishment cues might be strongly
be indicated as users’ low level of satisfaction and their decision to influential in determining their levels of satisfaction. For this reason, it is
abandon the application or even delete it entirely from their smart­ essential not to focus solely on rewards for positive reinforcement. It is
phones. In addition to providing support for approach motivation to be also crucial to mitigate the negative cues that might result in avoidance
linked to desirable behaviors and avoidance motivation to undesirable by the users. Designers of some gamified mobile applications insist on
behaviors in an IS context, this study further explored motivation sys­ including punishment cues such as lowering the users’ rankings when
tems in a gamified mobile platform. Furthermore, the study contributes they discontinue using the app for a while or decreasing their points
to identifying the different effectiveness levels of Behavioral Activation when they fail to achieve a certain status or task completion. Owners of
and Inhibition Systems concerning users’ satisfaction and IS continuance gamified mobile applications should be very cautious in implementing
intention. such negative cues, and they should find ways to emphasize an envi­
BAS and BIS have been researched before in the context of the ronment that is welcoming and comforting and not perceived as highly
adoption of a technology (TAM) (N. Park, 2013; Vella, Caruana, & Pitt, competitive or punishing in any way. Designers should constantly
2012), but there are some gaps in research related to individu­ monitor the presence of punishment cues in mobile applications and
als’post-adoption behavior. This cross-disciplinary study provides an eliminate them or minimize their intensity to avoid losing sales.
alternative perspective on the issue by associating the addictive aspects
of gamified features with BAS/BIS motivations and continuance inten­ 6.3. Limitations and future research
tion,.
This study is not without limitations. First, we analyzed the effects of
6.2. Implications for practice BIS/BAS on university students and not all millennials in general. The
sample used in this study was from one university, and it was collected
The results have significant implications for understanding how in­ during exam sessions in which students from various faculties partici­
dividuals differ in their motivations related to their satisfaction with a pated. Thus, the randomization of the sample could improve by
gamified mobile service and their intention to use it continuously. These including participants from more than one university and various degree
findings may benefit managers when starting a new business division programs. In addition, students’ demographic profile was not collected
based on a gamified mobile application. Likewise, when adding gami­ in this study due to the time limit allowed by the University and in­
fied features for the first time to an existing mobile product or service as structors. Therefore descriptive statistics were not provided. In future
a strategy to increase profits. BASR was found to have the most signif­ studies, additional research on a broader and more specific millennial
icant effect on users’ satisfaction in gamified mobile applications. population would enhance the generalizability and validity of our
Hence, it is recommended that managers should focus on ways to build findings.
effective reward mechanisms such as attractive badges, virtual coins, Secondly, this study was conducted using a survey, which indicates a
status acknowledgements, as well as elements of fun that can help the snapshot of users’ perceptions at a certain point in time. In order to
gamified mobile application to be more game-like, such as entertaining support the validity of our findings for the IS continuance model, a
tasks, progressive levels, and even interactivity. Additionally, findings longitudinal study is recommended in the future to improve insight
suggest that BASR is the most important antecedent of continuance about different variables that may change over time. Users might have
intention. For this reason, managers should try to increase individuals’ varying perceptions in different phases of their usage of a gamified
continual usage by improving their expectations and beliefs of how the mobile application. These variations should be emphasized in order to
mobile application can provide them with captivating and valuable re­ develop a better understanding of their continuance intention.
wards. Presenting customers with an environment in which they Thirdly, in particular the Behavioral Inhibition System has been
encounter new and exciting rewards continuously is expected to capture found to have no significant effect on continuance intention. However,
their interest and maintain it for the long term. On the other hand, fun- the significant negative relationship between BIS and satisfaction may
seeking is found to be influential in increasing continued usage but result in negative consequences other than discontinuance, such as;
seems to be less effective in increasing customer satisfaction. decreased user engagement, loyalty, purchase intention, and more. In
Even though individuals having fun in a Facebook game were found future studies, the relationship between BIS, satisfaction, and various

11
E.T. Aydınlıyurt et al. International Journal of Information Management 61 (2021) 102414

negative results should be explored since it may surface valuable in­ associations. Clinical Psychology Review, 29(5), 421–430. https://doi.org/10.1016/j.
cpr.2009.04.002.
sights concerning the success of the mobile application, product, or
Blohm, I., & Leimeister, J. (2013). Gamification. Design of IT-based enhancing services
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