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Purpose This study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS). Therefore, this research explores the influencing mechanism by which gamified IS (immersive-related interaction, achievement-related interaction, and social-related interaction) impacts users' perceived benefits and continuance intention. Design/methodology/approach In this research, 367 users of Ant Forest are investigated in two waves through random sampling and the use of a structural equation model with SmartPLS 3.0 software. Findings The research results reveal the following: (1) both achievement-related interaction and social-related interaction can affect the user's continuance intention, while the direct impact of immersive-related interaction on the user's continuance intention is not supported; (2) users' perceived self-benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention; and (3) perceived social benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention. Originality/value This study supports the retention effects of gamification design on users' continuance intention by evocating users' dual perceived benefits.
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Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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