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akaturk Akademik ölçüm

Makale detayı · 2025

Gamification, socialisation, or self-purpose Who is using the swarm app and why

International Journal of Mobile Communications

YÖKSİS OpenAlex SJR Q4 JCR Q3 Atıf 0 Yüzdelik 24.4% FWCI 0.0
Yıl
2025
ISSN
1470-949X
Tür
article

Veri kaynağı ayrımı

  • YÖKSİS YÖKSİS makale kaydı
  • OpenAlex OpenAlex zenginleştirmesi (özet, atıf, konular)

Özet

İngilizce (OpenAlex)

The study looks at how and why users use Swarm app with Foursquare combining hedonistic and utilitarian benefits with gratification factors in terms of gamer types. Swarm is the best location-based social media (LBSM) because it satisfies all the factors. Since the app is mostly used by young people, data from 195 university students was collected and analysed using least squares structural equation modelling (PLS-SEM). The empirical findings show strong correlations between gratification factors (gamification, socialisation, and self-purpose) and hedonic and utilitarian benefits. The results also indicate that hedonic benefit fully mediates the relation between gratification factors and intention. The results of multigroup analysis (MGA) show that different user types moderate a large portion of the overall model, implying that user characteristics are important explanatory factors because they explain why and how different user types use Swarm. By focusing on gratification, the study expands knowledge and provides new insights.

Konular

  • Digital Marketing and Social Media
  • Impulse Buying and Technology Impacts
  • Educational Games and Gamification

Birincil konu Digital Marketing and Social Media

Yazarlar

  1. HALDUN ÇOLAK ANADOLU ÜNİVERSİTESİ
  2. TAHSİN PERÇİN BATUM