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Purpose–The purpose of this study was to test the impact of gamification functions on the use of gamified-application app based on technology acceptance model(TAM) Design, data, and methodology–In the literature reviews, theoretical concepts about technology acceptance model, tourism information using smart phone, application, and gamification attributes were investigated through gamification-related researches. Based on these theoretical review, the functions of the gamificationand were divided into four factors: objectives and rules, compensation, level and mission, feedback. The causal relationship of gamification factors was examined based on the technology acceptance model. Result–First, the factors of the gamification have a positive effect on the perceived usefulness. second, the factors of the gamification have a positive effect on the perceived ease of use. however, in the case of compensating among the components of the gamification has a negative effect was noted. third, perceived ease of use has a positive effect on perceived usefulness. fourth, perceived ease of use and perceived usefulness showed a positive effect on intention to use, and perceived ease of use had a greater effect. Conclusions–This study on the relationship between technology acceptance models so that tourists can have more intentions to use it through gemification, which has not been studied in the past. In the future, it will be helpful to increase the demand for tourist information through tourism guide through the gemification, and it will help to increase the tourism demand, and further study on the effect of the gamification through the extended technology acceptance model is expected to be possible.