Perceived Ease of Use, Perceived Usefulness, and Behavioral Intention: The Acceptance of Crowdsourcing Platform by Using Technology Acceptance Model (TAM)
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The Technology Acceptance Model explains how gamification influences user behaviour through perceived usefulness and ease of use.
“The Technology Acceptance Model (TAM) further explains how gamification influences user behaviour through perceived usefulness and ease of use (Mohd Amir et al., 2020).”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Mohd Amir et al., 2020
Gamification enhances perceived usefulness through increased engagement depth rather than merely improving ease of use.
“Furthermore, we extend the Techno logy Acceptance Model (TAM) as applied by Mohd Amir et al. (2020), demonstra ting that gamification enhances perceived usefulness through increased engagement depth rather than merely improving ease of use.”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Mohd Amir et al. (2020)
Cites
Perceived usefulness, perceived ease of use, and user acceptance of information technology
Davis, F. D. (1989) · MIS Quarterly · doi:10.2307/249008 · Cited by 68,483 · see citing works
Determining sample size for research activities
Krejcie, R. V., & Morgan, D. W. (1970) · Educational and Psychological Measurement · doi:10.1177/001316447003000308 · Cited by 18,930 · see citing works
Technology acceptance model: a literature review from 1986 to 2013
Marangunić, N., & Granić, A. (2015) · Universal Access in the Information Society · doi:10.1007/s10209-014-0348-1 · Cited by 2,458 · see citing works
Vijayasarathy, L. R. (2004) · Information & Management · doi:10.1016/j.im.2003.08.011 · Cited by 1,218 · see citing works
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Lenart-Gansiniec, R., Czakon, W., & Meyer, N. (2025) · Review of Managerial Science · doi:10.1007/s11846-024-00797-3 · Cited by 4 · see citing works
Israfilzade, K., & Pathania, D. (2026) · Management of Organizations: Systematic Research · doi:10.2478/mosr-2026-0005
“The Technology Acceptance Model (TAM) further explains how gamification influences user behaviour through perceived usefulness and ease of use (Mohd Amir et al., 2020).”
- Authors
- Mohd Amir, R. I., Mohd, I. H., Saad, S., Abu Seman, S. A., & Tuan Besar, T. B. H.
- Affiliations
- Universiti Teknologi MARA (MY)
- Corresponding author
- Saad, Shatina
- Venue
- Charting a Sustainable Future of ASEAN in Business and Social Sciences
- Publisher
- Springer Singapore
- Published
- 2020
- Pages
- 403-410
- OpenAlex
- W2980158691
- Cited by
- 47
- References
- 4
- Citations by year
- 2026: 4 · 2025: 12 · 2024: 12 · 2023: 8 · 2022: 6 · 2021: 3 · 2020: 2
- FWCI
- 25.70
- Type
- book chapter
- Language
- en
- Open access
- closed
- Locations
- Springer eBooks (publishedVersion)
- Topics
- Social Sciences › Decision Sciences › Information Systems and Management › Technology Adoption and User Behaviour
- Physical Sciences › Computer Science › Computer Science Applications › Mobile Crowdsensing and Crowdsourcing
- Physical Sciences › Computer Science › Computer Science Applications › Open Source Software Innovations
- Keywords
- crowdsourcing platforms, technology acceptance model, perceived ease of use, perceived usefulness, behavioral intention, technology acceptance, university students
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