{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,9]],"date-time":"2026-04-09T22:20:31Z","timestamp":1775773231302,"version":"3.50.1"},"reference-count":65,"publisher":"Emerald","license":[{"start":{"date-parts":[[2024,1,12]],"date-time":"2024-01-12T00:00:00Z","timestamp":1705017600000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["ITP"],"abstract":"<jats:sec><jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title><jats:p>The purpose of this study is to explore the relationship of gamification design elements on social play habit and we-intention to continue playing in a mobile multiplayer game context. The study further intends to reveal the mediating role of social play habit in the relationship between gamification design elements and we-intention to continue playing.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title><jats:p>The proposed model was empirically evaluated using survey data collected from 292 PUBG users based in Malaysia. PLS-SEM analysis was used to assess the model since it includes formative and reflective constructs.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Findings<\/jats:title><jats:p>The results indicated that gamification design elements significantly affect social play habit in a positive direction. In the simultaneous condition, social play habit also significantly affects the we-intention to continue playing the mobile multiplayer game. However, these three elements of gamification design did not significantly affect the formation of we-intention to continue playing in the context of mobile multiplayer games. Notably, social play habit was found to fully mediate the relationships between immersive-related interaction, achievement-related interaction, social-related interaction and we-intention to continue playing.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Research limitations\/implications<\/jats:title><jats:p>This study highlights the importance of social play habits as a factor linking the relationship between gamification design elements and we-intention to continue playing. In addition, this study also provides significant insights for the game creators to emphasise the gamification design elements so that the sustainability of the game can be secured from the perspective of retaining the current users through the social play habit element.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title><jats:p>The study is noteworthy because it is the first attempt to use gamification design elements to explain how social play habit affect the formation of we-intention to continue playing in the setting of a mobile multiplayer game environment. In addition, the findings may add to the body of knowledge in the field of gamification theory.<\/jats:p><\/jats:sec>","DOI":"10.1108\/itp-11-2022-0904","type":"journal-article","created":{"date-parts":[[2024,1,11]],"date-time":"2024-01-11T06:30:39Z","timestamp":1704954639000},"source":"Crossref","is-referenced-by-count":6,"title":["Towards the formation of we-intention to continue playing mobile multiplayer games: importance of gamification design elements and social play habit roles"],"prefix":"10.1108","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-7964-7429","authenticated-orcid":false,"given":"Mohd Hanafi","family":"Azman Ong","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Nur Syafikah","family":"Ibrahim","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"140","published-online":{"date-parts":[[2024,1,12]]},"reference":[{"issue":"5","key":"key2024011111303272300_ref001","doi-asserted-by":"publisher","first-page":"2733","DOI":"10.1007\/s12144-020-00793-2","article-title":"Personality differences between videogame vs non-videogame consumers using the HEXACO model","volume":"41","year":"2020","journal-title":"Current Psychology: A Journal for Diverse Perspectives on Diverse Psychological Issues"},{"issue":"2","key":"key2024011111303272300_ref002","doi-asserted-by":"publisher","first-page":"215","DOI":"10.1007\/s11257-017-9191-4","article-title":"A therapy \u2013driven gamification framework for hand rehabilition","volume":"27","year":"2017","journal-title":"User Modeling and User-Adapted Interaction"},{"key":"key2024011111303272300_ref003","doi-asserted-by":"publisher","DOI":"10.1016\/j.tele.2020.101473","article-title":"I, Chatbot: modeling the determinants of users' satisfaction and continuance intention of AI-powered service agents","volume":"54","year":"2020","journal-title":"Telematics and Informatics"},{"issue":"6","key":"key2024011111303272300_ref004","doi-asserted-by":"publisher","first-page":"1","DOI":"10.31296\/aop.v2i6.60","article-title":"Social influence and intentional social action in dyadic relationship decisions under a key informant methodology","volume":"2","year":"2018","journal-title":"Archives of Psychology"},{"issue":"4","key":"key2024011111303272300_ref005","doi-asserted-by":"publisher","DOI":"10.1016\/j.im.2022.103647","article-title":"Impact of mobile technology-enabled HR gamification on employee performance: an empirical investigation","volume":"59","year":"2022","journal-title":"Information and Management"},{"key":"key2024011111303272300_ref006","doi-asserted-by":"publisher","first-page":"170","DOI":"10.1016\/j.jbusres.2021.04.028","article-title":"Enhancing user engagement: the role of gamification in mobile apps","volume":"132","year":"2021","journal-title":"Journal of Business Research"},{"issue":"1","key":"key2024011111303272300_ref007","doi-asserted-by":"publisher","first-page":"155","DOI":"10.1037\/0033-2909.112.1.155","article-title":"A power primer","volume":"112","year":"1992","journal-title":"Psychological Bulletin"},{"key":"key2024011111303272300_ref008","unstructured":"Creswell, J.W. and Creswell, J.D. (2018), \u201cResearch designs qualitative, quantitative, and mixed methods approaches\u201d, in Fast Facts to Loving Your Research Project, SAGE Publications, CA."},{"key":"key2024011111303272300_ref009","doi-asserted-by":"publisher","first-page":"205","DOI":"10.1016\/j.chb.2015.03.047","article-title":"Does life satisfaction influence the intention (we-intention) to use Facebook?","volume":"50","year":"2015","journal-title":"Computers in Human Behavior"},{"key":"key2024011111303272300_ref010","unstructured":"Emergen Research (2022), \u201cGamification market, by component type (solution, service), by deployment type (cloud, on-premises), by vertical (education, healthcare, retail, manufacturing, telecom, IT, hospitality), and by region forecast to 2030\u201d, available at: https:\/\/www.emergenresearch.com\/industry-report\/gamification-market (accessed 15 August 2022)."},{"issue":"3","key":"key2024011111303272300_ref011","first-page":"256","article-title":"Insuring sample equivalence across internet and paper-and-pencil assessments","volume":"10","year":"2001","journal-title":"Journal of Service Research"},{"key":"key2024011111303272300_ref012","doi-asserted-by":"publisher","first-page":"252","DOI":"10.1016\/j.trf.2022.08.009","article-title":"The potential of gamification for user education in partial and conditional driving automation: a driving simulator study","volume":"90","year":"2022","journal-title":"Transportation Research Part F: Traffic Psychology and Behaviour"},{"key":"key2024011111303272300_ref013","unstructured":"Gamespot (2022), \u201cThe 26 best mobil games in 2022\u201d, available at: https:\/\/www.gamespot.com\/articles\/1100-649649 (accesses 15 August 2022)."},{"issue":"6","key":"key2024011111303272300_ref014","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1016\/j.im.2019.01.001","article-title":"Alone or together? Exploring the role of desire for online group gaming in players' social game addiction","volume":"56","year":"2019","journal-title":"Information and Management"},{"key":"key2024011111303272300_ref015","volume-title":"A Primer on Partial Least Squares Structural Equation\u00a0Modelling","year":"2017","edition":"2nd ed."},{"issue":"4","key":"key2024011111303272300_ref016","doi-asserted-by":"publisher","first-page":"419","DOI":"10.1016\/j.ijinfomgt.2015.04.006","article-title":"Why do people use gamification services?","volume":"35","year":"2015","journal-title":"International Journal of Information Mangement"},{"issue":"1","key":"key2024011111303272300_ref017","doi-asserted-by":"publisher","first-page":"115","DOI":"10.1007\/s11747-014-0403-8","article-title":"A new criterion for assessing discriminant validity in variance-based structural equation modelling","volume":"43","year":"2015","journal-title":"Journal of the Academy of Marketing Science"},{"key":"key2024011111303272300_ref018","doi-asserted-by":"publisher","first-page":"118","DOI":"10.1016\/j.techfore.2018.01.023","article-title":"How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role","volume":"132","year":"2018","journal-title":"Technological Forecasting and Social Change"},{"issue":"2","key":"key2024011111303272300_ref019","doi-asserted-by":"publisher","first-page":"737","DOI":"10.1108\/intr-03-2020-0121","article-title":"Social gamification affordances in the green IT services: perspectives from recognition and social overload","volume":"31","year":"2021","journal-title":"Internet Research"},{"key":"key2024011111303272300_ref020","doi-asserted-by":"publisher","first-page":"365","DOI":"10.1016\/j.jbusres.2019.01.031","article-title":"Having fun while receiving rewards?: exploration of gamification in loyalty programs for consumer loyalty","volume":"106","year":"2020","journal-title":"Journal of Business Research"},{"key":"key2024011111303272300_ref021","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2021.106702","article-title":"Individualized gamification elements: the impact of avatar and feedback design on reuse intention","volume":"119","year":"2021","journal-title":"Computers in Human Behavior"},{"key":"key2024011111303272300_ref022","doi-asserted-by":"publisher","first-page":"303","DOI":"10.1016\/j.jmsy.2022.07.001","article-title":"Current state of research a outlook of gamification for manufacturing","volume":"64","year":"2022","journal-title":"Journal of Manufacturing Systems"},{"key":"key2024011111303272300_ref023","first-page":"1","article-title":"5W2H Framework: a guide to design, develop and evaluate the user-centered gamification","year":"2016"},{"issue":"4","key":"key2024011111303272300_ref024","doi-asserted-by":"publisher","first-page":"1","DOI":"10.4018\/ijec.2015100101","article-title":"Common method bias in PLS-SEM: a full collinearity assessment approach","volume":"11","year":"2015","journal-title":"International Journal of E-Collaboration"},{"key":"key2024011111303272300_ref025","doi-asserted-by":"publisher","first-page":"191","DOI":"10.1016\/j.ijinfomgt.2018.10.013","article-title":"The rise of motivational information systems: a review of gamification research","volume":"45","year":"2019","journal-title":"International Journal of Information Management"},{"issue":"6","key":"key2024011111303272300_ref026","doi-asserted-by":"publisher","first-page":"948","DOI":"10.1002\/mar.21467","article-title":"Gamification via mobile applications: a longitudinal examination of its impact on attitudinal loyalty and behavior toward a core service","volume":"38","year":"2021","journal-title":"Psychology and Marketing"},{"key":"key2024011111303272300_ref027","doi-asserted-by":"publisher","DOI":"10.1016\/j.jretconser.2019.07.007","article-title":"Opening the black box of gameful experience: implications for gamification process design","volume":"52","year":"2020","journal-title":"Journal of Retailing and Consumer Services"},{"key":"key2024011111303272300_ref028","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2020.102496","article-title":"The effect of challenge-based gamification on learning: an experiment in the context of statistics education","volume":"144","year":"2020","journal-title":"International Journal of Human-Computer Studies"},{"key":"key2024011111303272300_ref029","doi-asserted-by":"publisher","DOI":"10.1016\/j.tele.2021.101624","article-title":"Virtual gifting and danmaku: what motivates people to interact in game live streaming?","volume":"62","year":"2021","journal-title":"Telematics and Informatics"},{"issue":"4","key":"key2024011111303272300_ref030","doi-asserted-by":"publisher","first-page":"1153","DOI":"10.1108\/INTR-04-2020-0208","article-title":"We-intention to continue playing mobile multiplayer games: the role of social play habit","volume":"31","year":"2021","journal-title":"Internet Research"},{"issue":"3","key":"key2024011111303272300_ref031","doi-asserted-by":"publisher","first-page":"678","DOI":"10.17705\/1jais.00737","article-title":"When socialization goes wrong: understanding the we-intention to participate in collective trolling in virtual communities","volume":"23","year":"2022","journal-title":"Journal of the Association for Information Systems"},{"issue":"2","key":"key2024011111303272300_ref032","doi-asserted-by":"publisher","first-page":"349","DOI":"10.1108\/IntR-11-2017-0463","article-title":"How do avatar attractiveness and customization impact online gamers' flow and loyalty?","volume":"29","year":"2019","journal-title":"Internet Research"},{"issue":"4","key":"key2024011111303272300_ref033","doi-asserted-by":"publisher","first-page":"1011","DOI":"10.25300\/MISQ\/2017\/41.4.01","article-title":"Toward meaningful engagement: a framework for design and research of gamified information systems","volume":"41","year":"2017","journal-title":"MIS Quarterly"},{"key":"key2024011111303272300_ref034","first-page":"3829","article-title":"Simplifying fitness games for users with disability","year":"2017"},{"key":"key2024011111303272300_ref035","doi-asserted-by":"publisher","first-page":"209","DOI":"10.1016\/j.ijinfomgt.2018.08.005","article-title":"The impact of users' sense of belonging on social media habit formation: empirical evidence from social networking and microblogging websites in China","volume":"43","year":"2018","journal-title":"International Journal of Information Management"},{"issue":"2","key":"key2024011111303272300_ref036","doi-asserted-by":"publisher","first-page":"123","DOI":"10.1109\/tpc.2014.2312452","article-title":"Partial least squares (PLS) structural equation modeling (SEM) for building and testing behavioral causal theory: when to choose it and how to use it","volume":"57","year":"2014","journal-title":"IEEE Transactions on Professional Communications"},{"key":"key2024011111303272300_ref037","first-page":"65","volume-title":"Even Ninja Monkeys like to Play","year":"2015"},{"key":"key2024011111303272300_ref038","doi-asserted-by":"publisher","first-page":"323","DOI":"10.1016\/j.jbusres.2018.11.022","article-title":"Gamification and the impact of extrinsic motivation on needs satisfaction: making work fun?","volume":"106","year":"2020","journal-title":"Journal of Business Research"},{"key":"key2024011111303272300_ref039","doi-asserted-by":"publisher","first-page":"169","DOI":"10.1016\/j.chb.2017.08.026","article-title":"How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game","volume":"77","year":"2017","journal-title":"Computers in Human Behavior"},{"key":"key2024011111303272300_ref040","doi-asserted-by":"publisher","first-page":"377","DOI":"10.1016\/j.jbusres.2018.10.026","article-title":"Designing gamified apps for sustainable consumption: a field study","volume":"106","year":"2020","journal-title":"Journal of Business Research"},{"issue":"7","key":"key2024011111303272300_ref041","doi-asserted-by":"publisher","DOI":"10.1016\/j.im.2021.103501","article-title":"Impact of enjoyment on the usage continuance intention of video-on-demand services","volume":"58","year":"2021","journal-title":"Information and Management"},{"key":"key2024011111303272300_ref042","doi-asserted-by":"publisher","first-page":"1621","DOI":"10.1016\/j.promfg.2020.10.226","article-title":"Augmented reality and gamification to increase productivity and job satisfaction in the warehouse of the future","volume":"51","year":"2020","journal-title":"Procedia Manufacturing"},{"issue":"1","key":"key2024011111303272300_ref043","doi-asserted-by":"publisher","first-page":"59","DOI":"10.1080\/14413523.2021.1930700","article-title":"Watching sports on Twitch? A study of factors influencing continuance intentions to watch Thursday night football co-streaming","volume":"25","year":"2021","journal-title":"Sport Management Review"},{"key":"key2024011111303272300_ref044","doi-asserted-by":"publisher","first-page":"482","DOI":"10.1016\/j.jbusres.2022.02.082","article-title":"Gamification for value creation and viewer engagement in gamified livestreaming services: the moderating role of gender in esports","volume":"145","year":"2022","journal-title":"Journal of Business Research"},{"key":"key2024011111303272300_ref045","first-page":"695","article-title":"How game features give rise to altruism and collective action? Implications for cultivating cooperation by gamification","year":"2020"},{"key":"key2024011111303272300_ref046","doi-asserted-by":"publisher","first-page":"371","DOI":"10.1016\/j.chb.2016.12.033","article-title":"How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction","volume":"69","year":"2017","journal-title":"Computers in Human Behavior"},{"issue":"3","key":"key2024011111303272300_ref047","doi-asserted-by":"publisher","first-page":"197","DOI":"10.1016\/j.ausmj.2019.05.003","article-title":"How to specify, estimate, and validate higher-order constructs in PLS-SEM","volume":"27","year":"2019","journal-title":"Australasian Marketing Journal"},{"issue":"6","key":"key2024011111303272300_ref048","doi-asserted-by":"publisher","first-page":"641","DOI":"10.1080\/0960085x.2020.1796531","article-title":"Capturing the complexity of gamification elements: a\u00a0holistic approach for analysing existing and deriving novel gamification designs","volume":"29","year":"2020","journal-title":"European Journal of Information Systems"},{"key":"key2024011111303272300_ref049","unstructured":"Statista (2022), \u201cVideo game market revenue worldwide in 2022\u201d, available at: https:\/\/www.statista.com\/statistics\/292751 (accessed 15 August 2022)."},{"issue":"2","key":"key2024011111303272300_ref050","doi-asserted-by":"publisher","first-page":"355","DOI":"10.25300\/misq\/2014\/38.2.02","article-title":"Data collection in the digital age: innovative alternatives to student samples","volume":"38","year":"2014","journal-title":"MIS Quarterly"},{"issue":"2","key":"key2024011111303272300_ref051","doi-asserted-by":"publisher","first-page":"122","DOI":"10.1108\/jstp-06-2018-0140","article-title":"Transformative gamification services for social behavior brand equity: a hierarchical model","volume":"29","year":"2019","journal-title":"Journal of Service Theory and Practice"},{"issue":"1","key":"key2024011111303272300_ref052","doi-asserted-by":"publisher","first-page":"96","DOI":"10.1111\/isj.12253","article-title":"Explaining the link between technostress and technology addiction for social networking sites: a study of distraction as a coping behavior","volume":"30","year":"2019","journal-title":"Information Systems Journal"},{"key":"key2024011111303272300_ref053","doi-asserted-by":"publisher","DOI":"10.1016\/j.lmot.2020.101655","article-title":"Gamification as a moderator for the impact of intrinsic motivation: findings from a multigroup field experiment","volume":"71","year":"2020","journal-title":"Learning and Motivation"},{"issue":"1","key":"key2024011111303272300_ref054","doi-asserted-by":"publisher","first-page":"143","DOI":"10.25300\/misq\/2014\/38.1.07","article-title":"Contribution behavior in virtual communities: cognitive, emotional, and social influences","volume":"38","year":"2014","journal-title":"MIS Quarterly"},{"key":"key2024011111303272300_ref055","first-page":"1","article-title":"Determinants of we-Intention for continuance in MMORPG: social interaction and norm factors","year":"2018"},{"key":"key2024011111303272300_ref056","doi-asserted-by":"publisher","first-page":"97","DOI":"10.1016\/j.jenvman.2018.11.127","article-title":"Gamification: predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behavior","volume":"233","year":"2019","journal-title":"Journal of Environmental Management"},{"key":"key2024011111303272300_ref057","volume-title":"For the Win: How Game Thinking Can Revolutionize Your Business","year":"2012"},{"key":"key2024011111303272300_ref058","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijinfomgt.2020.102305","article-title":"\u2018Go with the flow\u2019 for gamification and sustainability marketing","volume":"61","year":"2021","journal-title":"International Journal of Information Management"},{"key":"key2024011111303272300_ref059","doi-asserted-by":"publisher","DOI":"10.1016\/j.techfore.2021.121449","article-title":"Understanding the mechanism between IT identity, IT mindfulness and mobile health technology continuance intention: an extended expectation confirmation model","volume":"176","year":"2022","journal-title":"Technological Forecasting and Social Change"},{"key":"key2024011111303272300_ref060","doi-asserted-by":"publisher","first-page":"210","DOI":"10.1016\/j.ijinfomgt.2018.12.002","article-title":"Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction","volume":"46","year":"2019","journal-title":"International Journal of Information Management"},{"key":"key2024011111303272300_ref061","doi-asserted-by":"publisher","first-page":"85","DOI":"10.1016\/j.tranpol.2022.07.010","article-title":"Continuance intention of autonomous buses: an empirical analysis based on passenger experience","volume":"126","year":"2022","journal-title":"Transport Policy"},{"key":"key2024011111303272300_ref062","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2021.107106","article-title":"Impact of gamification elements on user satisfaction in health and fitness applications: a comprehensive approach based on the Kano model","volume":"128","year":"2022","journal-title":"Computers in Human Behavior"},{"key":"key2024011111303272300_ref063","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2021.106991","article-title":"Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention","volume":"126","year":"2022","journal-title":"Computers in Human Behavior"},{"key":"key2024011111303272300_ref064","first-page":"162","article-title":"Social interaction research on mobile games: a case study of Peace Elite","year":"2020"},{"issue":"2","key":"key2024011111303272300_ref065","doi-asserted-by":"publisher","first-page":"285","DOI":"10.1108\/OIR-10-2020-0464","article-title":"Toward a meaningful experience: an explanation of the drivers of the continued usage of gamified mobile app services","volume":"46","year":"2022","journal-title":"Online Information Review"}],"container-title":["Information Technology &amp; People"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.emerald.com\/insight\/content\/doi\/10.1108\/ITP-11-2022-0904\/full\/xml","content-type":"application\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/www.emerald.com\/insight\/content\/doi\/10.1108\/ITP-11-2022-0904\/full\/html","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,7,24]],"date-time":"2025-07-24T21:56:02Z","timestamp":1753394162000},"score":1,"resource":{"primary":{"URL":"http:\/\/www.emerald.com\/itp\/article\/38\/3\/1281-1304\/1246887"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2024,1,12]]},"references-count":65,"alternative-id":["10.1108\/ITP-11-2022-0904"],"URL":"https:\/\/doi.org\/10.1108\/itp-11-2022-0904","relation":{},"ISSN":["0959-3845"],"issn-type":[{"value":"0959-3845","type":"print"}],"subject":[],"published":{"date-parts":[[2024,1,12]]}}}