首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
Online gaming has become one of the fastest growing entertainment industries on the Internet over the past decade. However, little is known about why people continue to play certain online games or which design factors are most closely related to the amount of time spent by players at particular online gaming sites. The purpose of this study is to propose a theoretical research model, which integrates flow experience, human–computer interaction, social interaction, and perceived enjoyment, together with the technology acceptance model and theory of planned behavior to explain why people continue to play online games. The proposed model was examined through an empirical study involving 415 participants using structural equation modeling techniques. The results found that player attitudes, subjective norms, perceived behavioral control, flow experience, and perceived enjoyment have a positive influence on players' continued intention to play online games and explain about 70% of variance. In addition, implications for online games development are discussed.  相似文献   

2.
The long-term development of social networking sites (SNSs) relies on their users’ continuance of use. This paper tested the role of perceived social capital and flow experience in driving users to continue using SNSs based on the expectation–confirmation model of information systems continuance. Using data from online surveys of social networking sites users in China, the proposed model was tested by using the Partial Least Squares (PLSs) technique. The results show that perceived bridging and bonding social capital have different role in building users’ satisfaction and continuance intention: perceived bridging social capital has remarkable influence on users’ satisfaction and continuance intention, but perceived bonding social capital has none. Flow experience has influence on users’ satisfaction but none on continuance intention. In addition, gender has impact on users’ continuance intention.  相似文献   

3.
What we know about learning outcomes for collaborative tasks in virtual environments is a confusing set of results. Many organizations have been hesitant about their use of virtual environments for this reason. Virtual worlds (VWs) have received attention as environments for learning, yet little is known about their attributes, or how they affect learning in collaborative tasks. James Gibson proposed a theory of affordance to explain how cues in an environment are perceived and lead to some course of action. Based on his theory, we developed a model to describe how cues of what can be done in a VW influence learning. In doing so, we focused on the situativity afforded by VWs through context and social facilitation. We showed how VW artifacts and cues make it easier for users to understand the conditions and interactions in a VW.  相似文献   

4.
The study proposes an integrated comprehensive consumer decision-making model by extending the customer value, satisfaction, and loyalty framework to include customer experience as an antecedent to creating value and enhancing satisfaction toward technology continuance intention. Our study incorporates perspectives from information systems (IS) and service marketing, where customer value (hedonic and utilitarian) theory and literature on customer experience with perceived ease of use and perceived usefulness as its dimensions are found to be drivers of technology continuance intention for consumer electronics. In addition, partial least squares results from 370 smartphone users indicate that within consumer electronics, price negatively moderates the relationship between utilitarian value and satisfaction but not with hedonic value and satisfaction. Contributions of findings and implications are discussed to provide references for consumer electronic firms in IS and service marketing.  相似文献   

5.
The objective of this study is to examine the user’s adoption aspects of autonomous vehicle, as well as to investigate what factors drive people to trust an autonomous vehicle. A model explaining the impact of different factors on autonomous vehicles’ intention is developed based on the technology acceptance model and trust theory. A survey of 552 drivers was conducted and the results were analyzed using partial least squares. The results demonstrated that perceived usefulness and trust are major important determinants of intention to use autonomous vehicles. The results also show that three constructs—system transparency, technical competence, and situation management—have a positive effect on trust. The study identified that trust has a negative effect on perceived risk. Among the driving-related personality traits, locus of control has significant effects on behavioral intention, whereas sensation seeking did not. This study investigated that the developed model explains the factors that influence the acceptance of autonomous vehicle. The results of this study provide evidence on the importance of trust in the user’s acceptance of an autonomous vehicle.  相似文献   

6.
刘鲁川  孙凯 《计算机应用》2011,31(11):3120-3125
为了揭示用户对移动阅读这一享乐型信息系统接受的行为规律,以信息技术接受模型(TAM)为基本架构,通过理论分析和添加新的研究变量,构建了享乐型信息系统用户接受行为的理论模型,通过问卷调查的方法收集数据,采用SPSS、AMOS等技术进行数据处理、假设检验和结构分析,对模型进行了检验和修正。研究表明,电子服务质量对用户的感知有用性和易用性有正向的影响,从而弥补了TAM对外生性因素关注不足的缺憾;用户的沉浸体验对其使用态度和使用意图有正向的影响,从而突破了TAM理性行为的假设前提,将反映用户对享乐型信息系统的情感变量引入模型,扩展了信息技术接受模型。  相似文献   

7.
Based on self-determination theory (SDT), this study proposed an extended Technology Acceptance Model (TAM) in the context of e-learning service. In the proposed model perceived usefulness, perceived playfulness and perceived ease of use are predicted to be influenced by perceived autonomy support, perceived competence and perceived relatedness. Although TAM has received fairly extensive attention in prior research, this study is one of the first to examine the effects of motivational factors affecting TAM constructs. The results show that applying SDT to e-learning in a work setting can be useful for predicting continuance intention.  相似文献   

8.
Using electronic-reverse auction (e-reverse auction) offers many advantages to companies such as price reduction, decrease in cycle time, standardization, and transparency in purchasing process. Despite its great advantages, some users do not want to use e-reverse auction technology for the procurement of products or services. This study aims to understand factors affecting e-reverse auction usage in companies by integrating three important theories. Key constructs of technology acceptance model (TAM), theory of planned behavior (TPB), and innovation diffusion theory (IDT) are integrated to explain behavioral intention to use and actual use of e-reverse auction. Using LISREL 8.54, data collected from 156 employees working in the procurement department of companies in 40 different countries were used to test the proposed research model. Results indicated that, 76% of employees’ intention to use e-reverse auction is explained by subjective norms, perceived behavioral control, and perceived usefulness. Among them, subjective norms have the strongest effect. Besides, actual use of e-reverse auction is directly predicted by behavioral intention to use. We conclude with managerial implications and recommendations for possible future research.  相似文献   

9.
Although perceived value has long been recognised as an influential means of affecting continuance intention in information systems (IS), little attention has been devoted to explore its antecedents, which constitutes an important research issue. This study, building on prior literature on continued usage in IS as well as the resource-based view, proposed a model to address this gap. Our model suggests that perceived value, a major driving force for members’ satisfaction and continuance intention, is affected by four kinds of resources embedded in virtual communities, which are relationship resources, technology infrastructure, knowledge resources and human resources. To provide additional insights on the pivotal role of perceived value, we also postulate that experience moderates the link between perceived value and its antecedents. Data collected from 235 members of a professional virtual community provide strong support for the research model. It was found that perceived value exerts a great effect on both satisfaction and continuance intention. In addition, when different levels of experience are taken into consideration, relationship resources, knowledge resources and human resources were found to be more salient to high-experience members, whereas technology infrastructure was found to be more salient to low-experience members. Finally, this study discusses the implications of these findings and offers direction for future research.  相似文献   

10.
《Computers & Education》2006,46(4):399-416
Previous research suggests that an eventual information technology (IT) success depend on both its initial adoption (acceptance) and subsequent continued usage (continuance). Expectancy disconfirmation theory (EDT) has been successfully used to predict users’ intention to continue using information technologies. This study proposed a decomposed EDT model to examine cognitive beliefs and affect that influence users’ continuance decision in the context of e-learning service. The proposed model extended EDT by decomposing the perceived performance component into usability, quality, and value. Research hypotheses derived from this model are empirically validated using the responses to a survey on e-learning usage among 183 users. The results suggest that users’ continuance intention is determined by satisfaction, which in turn is jointly determined by perceived usability, perceived quality, perceived value, and usability disconfirmation.  相似文献   

11.
The advent of information technologies to Universities has improved the teaching-learning process. Students can increase their learning skills using information technology. Those using the Moodle platform regularly seem to get better grades than those who rarely or never use it.This paper analyzes students’ intention to use Moodle platforms to improve the teaching-learning process. Its main focus is to analyze the use of the Moodle platform by University students, identifying factors which might influence the intention to use it. Understanding the factors influencing the intention to use Moodle will allow us to determine which actions might be carried out to boost its use by University students, to therefore, improve both their skills and grades.The theoretical grounding for this research is the Technology Acceptance Model (TAM). TAM specifies the causal relationships between perceived usefulness, perceived ease of use and actual usage behavior. The proposed model has six constructs and nine hypotheses have been generated from the connections between these six constructs. These constructs include perceived compatibility with student tasks, perceived usefulness for professors, and training. Our results provide support for a number of relationships in the hypothesized model. In light of these findings, implications for theory and practice are discussed.  相似文献   

12.
Mobile games as an emerging service have not received wide adoption among users; especially, presenting a compelling experience to users may be crucial to their usage. Drawing on the flow theory, this research identified the factors affecting user adoption of mobile games. The results indicated that perceived ease of use, connection quality and content quality affect flow. Among them, content quality has the largest effect. Flow, social influence and usage cost determine usage intention. The results imply that service providers need to improve users’ experience in order to facilitate their adoption and usage of mobile games.  相似文献   

13.
Although research on flow experience has recently received much attention, few studies have been published on the perceived interpersonal interaction factors of consumers and their influence in social commerce. In addition, few studies have focused on the impact of interpersonal interaction factors on flow experience. Drawing on the stimulus-organism-response framework, this study examines the impact of interpersonal interaction factors (perceived expertise, similarity, and familiarity) on the formation of flow experience and its subsequent effects on purchase intention in the context of social commerce. We investigate whether the impact of the three interpersonal interaction factors on flow experience differs between young and old users. We conduct a survey and collect 349 responses from users of a social shopping site in China. Our results indicate that interpersonal interaction factors positively relate to flow experience and subsequently influence purchase intention. We also find differences between young and old users in this area.  相似文献   

14.
The present study was framed using the Technology Acceptance Model (TAM) to identify determinants affecting behavioral intention to use YouTube. Most importantly, this research emphasizes the motives for using YouTube, which is notable given its extrinsic task goal of being used for procedural learning tasks. Our conceptual framework included two proximal antecedents of behavioral intention as proposed by the TAM – perceived usefulness and perceived ease of use. Additionally, the four first-order constructs of user satisfaction, content richness, vividness, and YouTube self-efficacy, as well as one second-order construct of content richness, were additionally incorporated into the framework by elaborating the theoretical structure. Sample data was collected from 432 respondents who were given the opportunity to engage in procedural learning through YouTube in a lab setting. The results derived from fitting the structural equation model on the sample indicated that behavioral intention was significantly influenced by both perceived usefulness and user satisfaction. Moreover, task-technology fit, content richness, vividness, and YouTube self-efficacy emerged as significant predictors of perceived usefulness. However, perceived ease of use was not significantly predictive of either perceived usefulness or behavioral intention. Our proposed model explained 43.8% of the variance in behavioral intention. Overall findings suggest that YouTube may augment its function as a common channel for procedural learning and instruction.  相似文献   

15.
Usability, quality, value and e-learning continuance decisions   总被引:5,自引:5,他引:5  
Previous research suggests that an eventual information technology (IT) success depend on both its initial adoption (acceptance) and subsequent continued usage (continuance). Expectancy disconfirmation theory (EDT) has been successfully used to predict users’ intention to continue using information technologies. This study proposed a decomposed EDT model to examine cognitive beliefs and affect that influence users’ continuance decision in the context of e-learning service. The proposed model extended EDT by decomposing the perceived performance component into usability, quality, and value. Research hypotheses derived from this model are empirically validated using the responses to a survey on e-learning usage among 183 users. The results suggest that users’ continuance intention is determined by satisfaction, which in turn is jointly determined by perceived usability, perceived quality, perceived value, and usability disconfirmation.  相似文献   

16.
This study explores users’ continuance intention in online social networks by synthesizing Bhattacherjee’s IS continuance theory with flow theory, social capital theory, and the unified theory of acceptance and use of technology (UTAUT) to consider the special hedonic, social and utilitarian factors in the online social network environment. The integrated model was empirically tested with 320 online social network users in China. The results indicated that continuance intention was explained substantially by all hypothesized antecedents including perceived enjoyment, perceived usefulness, usage satisfaction, effort expectancy, social influence, tie strength, shared norms and trust. Based on the research findings, we offer discussions of both theoretical and practical implications.  相似文献   

17.
The research proposes a framework incorporating the flow theory and the theory of planned behaviour to understand the intention of subscribers to expand their use of mobile videophones. The research model was tested with the partial least square graph software based on its structural equation modelling approach. The data used in this research were collected from online questionnaires done by 151 respondents. The findings show that the flow and the subjective norm are positively related to the expanded intention to use mobile videophones and the privacy concern is negatively related to that intention. The results also reveal that the effects of media characteristics such as interactivity and telepresence may have significant influences on the flow. Moreover, the effects of the flow, the subjective norm and the privacy concern are moderated by self-monitoring. Regardless of personality, people are likely to expand the intention to use mobile videophones when they immerse themselves in the flow. Several implications for research and practice are derived from these findings.  相似文献   

18.
Online review, an important form of reputation systems, has been studied intensively because of its powerful impact on online retailers, intermediaries, and customers. However, to date, very little attention has been paid to factors that influence an individual’s intention to provide an online review. An extended theory of planned behavior and Big-Five personality framework are used in this study. We empirically examine our model by using a cross-sectional survey study, collecting data from a sample of 171 online shoppers. Results show that attitude, perceived pressure, neuroticism, and conscientiousness are significant predictors of an individual’s intention to provide an online review. Findings may help online retailers and/or intermediaries increase the number of online reviews provided, which will lead to more accurate rating information about transactions, products, or services and may serve as a stepping-stone to continuous improvements. Implications, limitations, and future research directions are discussed.  相似文献   

19.
Existing research on user acceptance of mobile commerce has found that technological perceptions—such as perceived usefulness, perceived ease of use, and perceived compatibility—had significant effects on user behavior. However, the effects of personality traits have seldom been examined. The purpose of this research is to examine the effects of five personality traits of extraversion, agreeableness, openness to experience, conscientiousness, and neuroticism on user adoption of mobile commerce. Partial least squares was employed to conduct data analysis. The results show that extraversion has a strong effect on trust, whereas neuroticism has significantly negative effects on trust and perceived usefulness, both of which determine user intention to adopt mobile commerce.  相似文献   

20.
Workplace learning is an important means of employees’ continuous learning and professional development. E-learning is being recognized as an important supportive practice for learning at work. Current research on the success factors of e-learning in the workplace has emphasized on employees’ characteristics, technological attributes, and training design elements, with little attention to workplace contextual effects. The study aims to investigate the impacts of organizational learning environment factors, including managerial support, job support, and organizational support, on employees’ motivation to use a workplace e-learning system. A model was proposed based on the expectancy theory of training motivation and the social influences and facilitating conditions in technology acceptance models. The model was tested on sample data collected from mainland China using Structural Equation Modeling and Moderated Structural Equation Modeling. The results suggested that employees’ perceived managerial support and job support had a significant impact on their perceived usefulness of the e-learning system for individual learning, and that perceived organizational support had a significant influence on the perceived usefulness of the e-learning system for social learning. Perceived usefulness for individual learning was found to completely mediate the environmental influences on individuals’ motivation to use the system, while perceived usefulness for social learning made partial mediation in the effects of the environmental factors on intention to use. In addition, perceived job support was found to have moderating effects on the relationship between employees’ perceived usefulness of the e-learning system and their intention to use the system. Consistent with previous findings, employees’ perceptions about the usefulness of the e-learning system have significant effects on their intention to use the system in the work setting.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号