1,730 research outputs found

    An Integrated Framework of Mobile Apps Usage Intention

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    Over the past decade, mobile devices such as cellular phones and tablet computers have become an essential part of our lives. Mobile devices outsold personal computers for the first time in 2011 and users spend more time with mobile apps than the Internet. Although mobile apps are growing popularity, a number of questions remain to be addressed concerning the usage of mobile apps: What factors contribute to mobile apps usage intentions and how personal traits impact the actual mobile apps usage? This paper classified mobile apps usage motivations into extrinsic, intrinsic and social motives according to user’s variety of personal use of mobile apps. Based on literature review, mobile apps users’ intrinsic motives (i.e., flow theory), extrinsic motives (i.e., perceived usefulness and perceived ease of use) and social motives (i.e., social influences) should impact on usage intentions. This study, applying the technology readiness (TR) concept as personal consumer traits, investigates how the four TR constructs (i.e., innovativeness, optimism, discomfort and insecurity) affect the actual usage intensity of mobile apps. This study further proposes the moderating effect of innovativeness on the relationship between extrinsic motives and mobile apps usage intentions

    Students' experience with online simulation games: From computer anxiety to satisfaction

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    It is currently of great importance to analyse the experience of the application of new technologies in teaching. This research paper examines the personality traits of students and their environment, which may influence the experience of college students using online simulation games. Previous literature suggests that individuals may feel anxiety when using the computer, which may vary according to their perception of being able to control the situation, their perceived importance of the activities and any prior knowledge that they have. Therefore, the first objective of this research is to analyse the relationship between computer anxiety, locus of control and perceived importance of the computer activities. The second objective is to examine whether this relationship is moderated by knowledge. The third objective is to identify user clusters to examine which factors are most important to explain user satisfaction with online simulation games. Results showed that students experience greater computer anxiety when the situation is perceived as important and the locus of control is high, being these effects moderated by their previous knowledge. Moreover, a cluster analysis threw light on the existence of cluster of users whose satisfaction mainly depends on their game score. These results have implications for both academic and research purposes

    How to Achieve Goals in Digital Games: An Empirical Test of a Goal-Oriented Model in Pokemon GO

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    To effectively design digital games and gamified systems, it is important to properly understand the psychological and behavioral processes that players use to reach goals. Although numerous prior studies have examined individual adoption, use, and continued use of digital games, few attempts have been made to understand how people desire and strive to achieve goals. The objective of this study is to develop and test a model of individual achievement of goals in digital gaming. Drawing upon theories of goal-directed behavior, we propose a conceptual model describing goal setting, goal striving, goal attainment, and feedback evaluations in the context of mobile gaming. To empirically test the proposed model, we collected two sets of (cross-sectional and longitudinal) data from 407 users of Pokemon GO. The results generally indicate that goal-directed effort plays an important role in translating goal desire into goal attainment. In addition, we found prior game points and goal desire have interaction effects on goal-directed effort and the subsequent acquisition of game points. Finally, this study shows that action strategies such as in-game payment and deliberate planning have differential effects on goal-directed effort and satisfying experiences. Overall, our findings provide empirical support for the efficacy of our goal-oriented model as a theoretical tool for explaining the process of goal striving to obtain game points. Our findings not only have important implications for digital gaming but also contribute to emerging research on gamified systems

    An Empirical Study Of Flow Experiences In Social Network Sites

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    Social network sites (SNS) have simplified and amplified social interaction between online users. The unique hedonic-oriented features provide experiential motives for SNS users. Although SNS is growing popularity, a number of questions remain to be addressed concerning the usage of SNS: What are experiential motives for SNS users? What is the relationship between flow experiences and behavioural intentions within the SNS context? Given the novelty of SNS phenomenon and its unexplored potential in many fields, this study develops a conceptual model derived from reference studies on online services and social psychology. The present study proposes four flow experiences of SNS users such as perceived enjoyment, concentration, escape and social interaction to represent the multidimensional aspect of flow instead of a single dimension. To investigate the research model, this study apply structural equation mode(SEM) analysis with 342 valid replies. As a result, this empirical study indicated that perceived enjoyment was the most important flow experience with SNS, followed by escape and social interaction. Concentration was not a significant predictor of behavioral intentions toward SNS

    Investigating the Role of Cultural Factors in Developing Smartphone Addiction

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    By developing and testing a new conceptual model we extend prior research on smartphone addiction by accounting for the role of individuals\u27 espoused cultural values. Specifically, we theorize that the major aspects of culture, namely uncertainty avoidance, individualism/collectivism, and power distance interact with one\u27s personality aspects to determine the level of her major antecedents of smartphone addiction (i.e., self-regulation, anxious attachment style, and non-social app usage) thereby affecting the way she develops addictive behaviors. The model was validated using a sample of 257 college students and the results were promising

    Investigating the Role of Cultural Factors in Developing Smartphone Addiction

    Get PDF
    By developing and testing a new conceptual model we extend prior research on smartphone addiction by accounting for the role of individuals\u27 espoused cultural values. Specifically, we theorize that the major aspects of culture, namely uncertainty avoidance, individualism/collectivism, and power distance interact with one\u27s personality aspects to determine the level of her major antecedents of smartphone addiction (i.e., self-regulation, anxious attachment style, and non-social app usage) thereby affecting the way she develops addictive behaviors. The model was validated using a sample of 257 college students and the results were promising

    PENGARUH NETWORK EXTERNALITIES, INDIVIDUAL GRATIFICATIONS, TIME FLEXIBILITY, TERHADAP INTENTION TO PLAY PADA MOBILE SOCIAL GAME COC DI INDONESIA

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    Abstrak - Penelitian ini bertujuan untuk menganalisis pengaruh network externalities, individual gratifications, dan time flexibility terhadap intention to play pada mobile social game COC di Indonesia. Pengolahan data penelitian ini menggunakan Structural Equation Modelling (SEM) dengan program Statistical Package for Social Sciences (SPSS) versi 18 dan AMOS 20.0. Teknik pengambilan sampel menggunakan non-probability sampling. 117 responden diambil dari pemain mobile social game COC di Indonesia. Hasil penelitian ini menunjukkan network externalities, individual gratifications, dan time flexibility memiliki pengaruh positif dan signifikan terhadap intention to play pada mobile social game COC di Indonesia. Kata kunci: Network externalities, Individual Gratifications, Time Flexibility, Intention To Play. Abstract - This study aims to analyze the effect of network externalities, individual gratifications, time flexibility on intention to play to player mobile social game COC in Indonesia. Data processing this research using Structural Equation Modeling (SEM) with Statistical Package for Social Sciences program (SPSS) version 18 and AMOS 20.0. The sampling technique uses non-probability sampling. 117 respondents were taken from player mobile social game COC in Indonesia.The result of this research shows that network externalities, individual gratifications, and time flexibility has positive and significant influence to intention to play mobile social game COC in Indonesia. Keywords: Network externalities, Individual Gratifications, Time Flexibility, Intention To Pla

    PENGARUH NETWORK EXTERNALITIES, INDIVIDUAL GRATIFICATIONS, TIME FLEXIBILITY, TERHADAP INTENTION TO PLAY PADA MOBILE SOCIAL GAME COC DI INDONESIA

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    Abstrak - Penelitian ini bertujuan untuk menganalisis pengaruh network externalities, individual gratifications, dan time flexibility terhadap intention to play pada mobile social game COC di Indonesia. Pengolahan data penelitian ini menggunakan Structural Equation Modelling (SEM) dengan program Statistical Package for Social Sciences (SPSS) versi 18 dan AMOS 20.0. Teknik pengambilan sampel menggunakan non-probability sampling. 117 responden diambil dari pemain mobile social game COC di Indonesia. Hasil penelitian ini menunjukkan network externalities, individual gratifications, dan time flexibility memiliki pengaruh positif dan signifikan terhadap intention to play pada mobile social game COC di Indonesia. Kata kunci: Network externalities, Individual Gratifications, Time Flexibility, Intention To Play. Abstract - This study aims to analyze the effect of network externalities, individual gratifications, time flexibility on intention to play to player mobile social game COC in Indonesia. Data processing this research using Structural Equation Modeling (SEM) with Statistical Package for Social Sciences program (SPSS) version 18 and AMOS 20.0. The sampling technique uses non-probability sampling. 117 respondents were taken from player mobile social game COC in Indonesia.The result of this research shows that network externalities, individual gratifications, and time flexibility has positive and significant influence to intention to play mobile social game COC in Indonesia. Keywords: Network externalities, Individual Gratifications, Time Flexibility, Intention To Pla

    PENGARUH NETWORK EXTERNALITIES, INDIVIDUAL GRATIFICATIONS, TIME FLEXIBILITY, TERHADAP INTENTION TO PLAY PADA MOBILE SOCIAL GAME COC DI INDONESIA

    Get PDF
    Abstrak - Penelitian ini bertujuan untuk menganalisis pengaruh network externalities, individual gratifications, dan time flexibility terhadap intention to play pada mobile social game COC di Indonesia. Pengolahan data penelitian ini menggunakan Structural Equation Modelling (SEM) dengan program Statistical Package for Social Sciences (SPSS) versi 18 dan AMOS 20.0. Teknik pengambilan sampel menggunakan non-probability sampling. 117 responden diambil dari pemain mobile social game COC di Indonesia. Hasil penelitian ini menunjukkan network externalities, individual gratifications, dan time flexibility memiliki pengaruh positif dan signifikan terhadap intention to play pada mobile social game COC di Indonesia. Kata kunci: Network externalities, Individual Gratifications, Time Flexibility, Intention To Play. Abstract - This study aims to analyze the effect of network externalities, individual gratifications, time flexibility on intention to play to player mobile social game COC in Indonesia. Data processing this research using Structural Equation Modeling (SEM) with Statistical Package for Social Sciences program (SPSS) version 18 and AMOS 20.0. The sampling technique uses non-probability sampling. 117 respondents were taken from player mobile social game COC in Indonesia.The result of this research shows that network externalities, individual gratifications, and time flexibility has positive and significant influence to intention to play mobile social game COC in Indonesia. Keywords: Network externalities, Individual Gratifications, Time Flexibility, Intention To Pla

    Interpersonal dependency and online gaming addiction

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    Background and aims The present study explores the relationship between social motivations and addiction to online gaming and if that possible connection can be explained by the personality traits responsible for social functioning. Methods We employ Bernstein’s concept of interpersonal dependency to distinguish healthy dependency, dysfunctional detachment, and destructive overdependence, and Charlton and Danforth’s conceptualisation of online gaming addiction and high engagement. An online questionnaire was administered to a self-nominated sample of 4,074 online gamers. Two regression models were constructed to separately explain gaming addiction and high engagement using social motivations to play, while controlling for age, gender, and time spent online. Results High scores on subscales measuring dysfunctional detachment and destructive overdependence were positively associated with online gaming addiction, while healthy dependency was negatively correlated with addiction scores. In contrast, the overall role of social motivation was negligible. Discussion People with healthy relationship profiles are less likely to develop problematic patterns of online gaming. High in-game engagement, although sharing some factors with addiction, was only poorly explained by the study variables, suggesting the mutual exclusiveness of addiction and engagement
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