21,944 research outputs found

    The Adoption of Mobile Games in China: An Empirical Study

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    Part 6: Decision Making and Knowledge ManagementInternational audienceMobile games have become very popular in recent years in China. This research aims to investigate the potential factors that influence users’ intention to play mobile games. Through the employment of structural equation modeling technology, a research model by extending technology acceptance model (TAM) with flow experience and social norms was proposed. This research model was empirically evaluated using survey data collected from 388 users about their perceptions of mobile games. Eleven research hypotheses were proposed in the study. Eight research hypotheses were positively significant supported, while three research hypotheses were rejected in this study. The result indicates that attitude and flow experience explain about 75% of uses’ intention to playing mobile games. It was found that social norms do not have direct effect on the intention to play a mobile game. But it affects the attitude directly. In addition, flow experience, perceived ease of use and perceived usefulness all have direct effects on users’ attitude toward playing a mobile game, and the effect from flow experience is quite strong. Flow experience plays an important role in the adoption of mobile games according to the analytical results of our study

    DETERMINANTS OF ACCEPTANCE OF MOBILE GAMES THROUGH STRUCTURAL EQUATION MODELING

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    Mobile games are considered as one of the emerging mobile services in recent years and mobile gaming is the fastest and most popular service among the innovations in mobile and network technologies. The mobile game market value is increasing remarkably and the number of players is rapidly growing. For this reason, the acceptance factors of mobile games can be considered as an important research problem. In this paper, we attempt to investigate the factors influencing the usage and acceptance of mobile games, based on the extended version of the Technology Acceptance Model (TAM) to give directions to mobile game service providers on how to design their products in order to increase acceptance of their games. Data are collected by an online survey consisting of 34 questions from 112 participants. After applying the exploratory factor analysis (EFA) to eliminate insignificant data, the remaining data are analyzed and evaluated by using the structural equation modeling (SEM). The statistical results show that Use Context, Flow Experience, Perceived Enjoyment, and Perceived Convenience have a direct effect on intention to play mobile game

    Understanding the Values of Blockchain Based Games from Users’ Perspectives: A Value-focused Thinking Approach

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    This study aims to explore the values of blockchain based games from users’ perspectives in China. To address this, we employed the Value-Focused Thinking (VFT) approach to derive the values of blockchain based games with users in China. Eleven active users of blockchain based games were interviewed in China. Based on the data collected from the interviews, we developed a means-ends objective network describing the values of blockchain based games from users’ perspectives in China. According to the results, maximize enjoyment, maximize profit, maximize blockchain beliefs, and minimize risk of holding cryptocurrency were derived as the fundamental objectives to maximize values of blockchain based games from users’ perspectives

    Determinants of Continuance Intention to Use Mobile Money Transfer: An Integrated Model

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    Mobile Money Transfer (MMT) technology had become essential daily transactions in several developing countries. The unbanked population and those from low and middle-income classes mainly adopt this technology. In Somalia, two major telecommunication companies had introduced this technology especially in south-central regions in the country. Through MMT technology, citizens can send money to and receive from family members and friends, pay bills and other transactions and do shopping, selling, and buying from most of small and medium businesses. The present study examines the factors influencing users’ continuous intention to use MMT technology by employing an integrated model. Using self-administered questionnaire, the study’s data have been collected from a total of 398 consumers in all seventeen districts of Banadir region, Somalia. Structural Equation Modeling approach using SmartPLS 3 software was employed to test the hypothesized integrated model. The results suggested that perceived usefulness, trust, subjective norms and satisfaction have significantly contributed to MMT consumers’ continuous intention. In addition, this study addressed the antecedent factors for the major predictors, which were seldom explored in prior research. The results have presented practical and theoretical implications

    Team Video Gaming for Team Building: Effects on Team Performance

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    Teams rapidly form and dissolve in organizations to solve specific problems that require diverse skills and experience. For example, in the information systems context, cross-functional and project-based teams that comprise a mix of personnel who temporarily work away from their usual functional groups (best perform agile software development (Barlow et al., 2011; Keith, Demirkan, & Goul, 2013). These newly formed work teams need to become productive as quickly as possible. Team video gaming (TVG) has emerged as a potential team-building activity. When new teammates play a collaborative video game, they engage in cooperative and challenging goals while they enjoy the games. Although research has shown that video games can promote learning and recreation, it has not investigated the effects of commercial video games on subsequent work-team performance. Better understanding this issue will provide insights into how to rapidly develop cohesion among newly formed work teams and, thus, lead to greater team performance. We examined this issue through a laboratory experiment. We found that teams in the TVG treatment demonstrated a 20 percent productivity improvement in subsequent tasks (in our case, a team-based geocaching scavenger hunt) over teams that participated in traditional team-building activities

    Exploring An Individual’s Intention to Use Blogs: The Roles of Social, Motivational and Individual Factors

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    Blogs are a new type of media for social interaction; they have become very popular, and have shown their influence throughout our society. However, little is known about what motivates an individual to participate in blogging activities. This study aims to explore how an individual\u27s intention is influenced by social, motivational and individual factors. A survey, involving 283 subjects, was conducted to examine the proposed model. The results revealed that personal innovativeness in the domain of information technology (PIIT), perceived usefulness and perceived enjoyment have direct impacts on a persons\u27 intent to use blogs. On the other hand, factors such as subjective norms and blog self-efficacy influence an individual\u27s motivational factors; these factors, in turn, influence an individual\u27s behavioral intention in regard to blog usage. The findings of this study not only contribute to a theoretical building of those factors that effect blog usage, but also provide implications to practitioners for understanding and promoting blog usage

    The effects of human-game interaction, network externalities, and motivations on players’ use of mobile casual games.

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    Purpose - This paper empirically examines the factors that influence the acceptance and use of mobile casual games. Methodology - A theoretical model is proposed based on the theory of reasonable action, the uses and gratifications theory, the network externalities paradigm and the human-computer interaction literature. An empirical study was conducted through an online survey of mobile casual gamers in Spain, using a convenience sample. The proposed model was tested by an analysis of the collected data through a structural equation model using the partial least squares (PLS) method. Findings - The results indicate that human-mobile game interaction and network externalities have a significant indirect impact on intention to play, through utilitarian, hedonic and relational motivations. In addition, the full mediation effect of attitude was found between these constructs and intention to play, which is a very important determinant of actual use. Originality/value - This study is among the few that focuses on users’ acceptance of mobile games apps, the features of which differ significantly from personal computer and console games. It highlights the effects of human-game interaction and network externalities on the adoption of mobile casual games. Hence, the study contributes to the theoretical and practical understanding of the factors that lead users to adopt an entertainment mobile application.This work was supported by the Andalusia Regional Government [Excellence Research Project P12-SEJ-1980]; and the Spanish Ministry of Economy and Competitiveness [Project ECO2012-39576]

    Online users' behaviours and behavioural intentions with reference to live streaming : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy at Massey University, Albany, New Zealand. EMBARGOED until 26 March 2023.

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    Embargoed until 26 March 2023Live streaming, as a new medium, allows users to participate in real-time interaction. It has attracted a large number of online users, and become a new social commerce venue and lucrative business, especially in China where the live streaming industry is growing explosively and is the largest in the world. This thesis aims to comprehensively investigate users’ behaviours and behavioural intentions in live streaming through both qualitative and quantitative approaches using the Chinese live streaming as an example. This thesis contains four studies to investigate from both streamers’ and viewers’ aspects. Firstly, we conducted two qualitative studies to investigate users’ online behaviours in the social commerce practice in live streaming by exploring how streamers attract viewers (Chapter 2) and encourage gifting (Chapter 3). Novel multiple triangulation was used, including data source triangulation and methodological triangulation. Through multiple triangulation, three behaviours for viewer attraction and four behaviours for gifting encouragement were identified. These two chapters help to comprehensively understand streamers’ online behaviours in this new form of social commerce. Next, we conducted two quantitative studies to explore why viewers continue to watch streams (Chapters 4 and 5). Based on expectation-confirmation theory (ECT), in Chapter 4, we modified the post-acceptance model of information system continuance and re-defined the constructs in a structural equation model of predictors of continuance intention of watching live streams. Chapter 4 successfully connects intention and continuance intention of watching, and integrates disparate understandings of viewers’ watching behaviours. To solve the deficiencies identified in current ECT-based models and further increase the explanation of variance in continuance intention of watching, in Chapter 5, we proposed a value-based continuance intention model (V-ECM), which theoretically extends ECT-based studies by including a process of overall practical assessment between users’ perceived benefits and perceived sacrifices. V-ECM appears to be a better model for explaining users’ continuance intention in the stream-watching context. Also, V-ECM could be used broadly in online and/or technology-related fields. Overall, this thesis comprehensively investigates both streamers’ and viewers’ behaviours and behavioural intentions in live streaming. Insights from this thesis can improve the design, functions and marketing within live streaming platforms. Also, this thesis provides strong foundations for further online behaviour studies, for example, stream-watching addiction
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