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1.
This study proposes the convergence adoption model (CAM) in the context of a smart car service. The unique characteristics of convergence technology demand the incorporation of compatibility judgment, task-technology-fit (TTF) and the effect of visual design to fully understand users' adoption intention. The results of our study indicate that the compatibility with past experiences with existing and comparable technologies is indeed a critical factor affecting perceived ease-of-use, usefulness, and enjoyment of convergence technology. TTF is found to directly influence the adoption intention and mediate the effect of perceived usefulness and enjoyment on the adoption intention. Finally, the results show that visual attractiveness of the interface design enhances the evaluation of the key constructs of our model, such as compatibility judgment, perceived enjoyment, and adoption intention of convergence technology.  相似文献   

2.
The success of online games encouraged the development of gamification software in e-banking. Beside the growing trend of gamification, it is important understand how bank customers face the gamified applications, particularly as enjoyment and ease-of-use. To assess the determinants that influence the adoption of gamification in e-banking, we developed a research to propose a conceptual model that illustrates the adoption of gamified business applications by bank customers, in e-banking context. We conducted two quantitative studies (A and B) to understand how bank customers represent a gamified business software and its changes (or improvements) over time. Study A was performed in 2012 (N = 183), and study B in 2015 (N = 219). Online bank customers were invited to rate the importance of variables related to: socialness, ease-of-use, usefulness, enjoyment and intention to use e-banking systems with game features and social cues. The results show that ease-of-use and enjoyment are interrelated, and both have influence in e-banking usage. This study present theoretical ground of the conceptual model, and discuss two empirical studies, aiming to analyse the ease-of-use and enjoyment influence on bank customers. These findings will contribute directly to explain of adoption hedonic business software in e-banking.  相似文献   

3.
The advancement in wireless and mobile technologies has presented tremendous business opportunity for mobile-commerce (m-commerce). This research aims to examine the factors that influence consumers’ m-commerce adoption intention. Variables such as perceived usefulness, perceived ease of use, perceived enjoyment, trust, cost, network influence, and variety of services were used to examine the adoption intentions of consumers. Data was collected from 376 m-commerce users. A multi-analytic approach was proposed whereby the research model was tested using structural equation modeling (SEM), and the results from SEM were used as inputs for a neural network model to predict m-commerce adoption. The result showed that perceived usefulness, perceived enjoyment, trust, cost, network influence, and trust have significant influence on consumers’ m-commerce adoption intentions. However, the neural network model developed in this research showed that the best predictors of m-commerce adoption are network influence, trust, perceived usefulness, variety of service, and perceived enjoyment. This research proposed an innovative new approach to understand m-commerce adoption, and the result for this study will be useful for telecommunication and m-commerce companies in formulating strategies to attract more consumers.  相似文献   

4.
Determinants of behavioral intention to mobile banking   总被引:4,自引:0,他引:4  
With the improvement of mobile technologies and devices, banking users are able to conduct banking services at anyplace and at anytime. Recently, many banks in the world have provided mobile access to financial information. The reason to understand what factors contribute to users’ intention to use mobile banking is important issue of research. The purpose of this research is to examine and validate determinants of users’ intention to mobile banking. This research used a structural equation modeling (SEM) to test the causalities in the proposed model.The results indicated strong support for the validity of proposed model with 72.2% of the variance in behavioral intention to mobile banking. This study found that self-efficiency was the strongest antecedent of perceived ease-of-use, which directly and indirectly affected behavioral intention through perceived usefulness in mobile banking. Structural assurances are the strongest antecedent of trust, which could increase behavioral intention of mobile banking. This research verified the effect of perceived usefulness, trust and perceived ease-of-use on behavioral intention in mobile banking. The results have several implications for mobile banking managers.  相似文献   

5.
《Information & Management》1995,29(5):227-238
Here we discuss the motivators for computer usage in Finland. IS and non-IS researchers have reported that perceived usefulness is a major determinant in a United States workplace. This study focuses on two aspects of motivation: extrinsic and intrinsic. Perceived usefulness is an example of extrinsic motivation, whereas perceived enjoyment is intrinsic. We found that extrinsic motivation plays a greater role in individuals' behavior and that perceived ease of use affects both perceived enjoyment and usefulness, as well as usage. Moreover, they were found to mediate fully the relationship between perceived ease of use and computer usage.  相似文献   

6.
This study builds upon previous research by comparing and contrasting the decision to adopt wireless technologies with the decision to continue to use wireless technologies. In the context of web-enabled cell phones, we propose, test and compare the predictive ability of two value-based models using a multi-group analysis. The findings suggest that regardless of whether an individual was choosing to adopt or continue to use a web-enabled cell phone, perceived usefulness, enjoyment and perceived fee influenced perceived value. In turn, perceived value influenced the adoption or continued use decision. Technicality had a significant negative effect on perceived value in the context of continued use, but not for adoption. Our results also suggested a shift in the importance of benefits in the formation of perceived value; perceived usefulness played a greater role for adopters, while enjoyment played a better role for continued users. Lastly, our results indicated that uncertainty avoidance did not mediate the relationship between perceived value and intention in either the continued use or adoption contexts, while habit was significant in its mediation of the relationship between perceived value and continued use intention. Collectively, habit and perceived value explained 71% of the variation in continued use intention.  相似文献   

7.
The current article examines user satisfaction with instant messaging in building and maintaining social relationships with friends, family members, and others. The research model integrates motivation theory with media capacity theories to explain how the attributes of media capacity (e.g., social presence and media richness) and users' intrinsic and extrinsic motivations toward using instant messaging influence user satisfaction. Data were collected from a sample of 247 Chinese university students via an online survey. The results suggest that perceived enjoyment, perceived social presence, and perceived usefulness are key to user satisfaction. Perceived social presence and perceived media richness are positively associated with perceived enjoyment. It was also found that perceived enjoyment, perceived social presence, and perceived media richness have significant effects on perceived usefulness. Of interest, perceived enjoyment and perceived social presence have stronger effects on user satisfaction than perceived usefulness.  相似文献   

8.
Using data from India and the USA, this research expands the expectation–confirmation model (ECM) to include constructs like neutral confirmation, customer-to-customer (C2C) interactions and perceived content quality as antecedents to perceived enjoyment, perceived usefulness, user satisfaction, continuance, and recommendation intentions. Across both countries, except for the influence of C2C interactions on perceived enjoyment and of perceived usefulness on recommendation intentions, the remaining hypotheses are supported. There are cross-country differences in the magnitude of the paths from neutral confirmation and C2C interactions to perceived usefulness, and of paths from perceived enjoyment and satisfaction to continuance intentions.  相似文献   

9.
This study examined the influence of perceived enjoyment on pre-service teachers’ intention to use technology, in addition to re-appraising the role of attitude toward use in the Technology Acceptance Model (TAM; Davis, Bagozzi, &; Warshaw, 1989). One hundred and fifty-three participants in Singapore completed a survey questionnaire measuring their responses to five constructs from a research model that was developed specifically for the study. Structural Equation Modeling (SEM) showed that perceived enjoyment was a significant predictor of perceived usefulness, perceived ease of use, and intention to use technology. The findings of this study support the view of Davis et al. (1989) from over 30 years ago that attitude toward use contributes only modestly to the TAM.  相似文献   

10.
The Internet of things (IoT) is seen as a potentially effective means of integrating multiple technologies to improve the quality of life. However, little attention has been paid to factors that may have a significant effect on a user’s intention to use the IoT services. This study applies the value-based adoption model to examine the influences of benefits (i.e. perceived usefulness and perceived enjoyment) and sacrifices (i.e. perceived privacy risk and perceived costs) on the user’s perceived value of and intention to use the IoT services. A structural equation modeling approach is applied to a survey of 489 IoT users, with results indicating that perceived usefulness and perceived enjoyment significantly affect behavioral intention through perceived value. Moreover, perceived privacy risk also plays a key factor in determining IoT adoption. The implications of this study are discussed.  相似文献   

11.
《Information & Management》2016,53(6):740-751
This study develops a research model that explains the continuance of corporate social network service (SNS) pages. In order to find antecedents that influence end users’ continuance intention, this study adopts communicative ecology theory from media and communication studies. Results indicate that the quality of social interaction is the most salient feature, as indicated by the fact that it has the highest impact on perceived usefulness and enjoyment. Moreover, content quality also increases both perceived usefulness and enjoyment, while SNS platform quality and service quality increase perceived usefulness only. In addition, perceived network size moderates the impact of social interaction quality on perceived enjoyment.  相似文献   

12.
This study is one of the few attempts to investigate students’ acceptance of an Internet-based learning medium (ILM). By integrating a motivational perspective into the technology acceptance model, our model captured both extrinsic (perceived usefulness and ease of use) and intrinsic (perceived enjoyment) motivators for explaining students’ intention to use the new learning medium. Data collected from 544 undergraduate students were examined through the LISREL VIII framework. The results showed that both perceived usefulness and perceived enjoyment significantly and directly impacted their intention to use ILM. Surprisingly, perceive ease of use did not posit a significant impact on student attitude or intention towards ILM usage. Implications of this study are important for both researchers and practitioners.  相似文献   

13.
Since the introduction of the Motivational Technology Acceptance Model in 1992, many researchers have considered both extrinsic and intrinsic motivation as antecedents of intent to use and actual use of a system. However, it has been a long-standing and largely unchallenged assumption that intrinsic motivation (i.e., fun or enjoyment) is a more dominant predictor of hedonic (fun) application use and that extrinsic motivation (i.e., usefulness) is a more dominant predictor of utilitarian (practical) application use. In this article, we probe whether system type serves as a boundary condition (i.e., moderator) for understanding an individual’s interaction with information technology. Specifically, we examine whether perceived enjoyment’s influence on perceived ease of use, perceived usefulness, intention, and use varies with system type. On the basis of a meta-analytic structural equation modeling analysis of 185 studies between 1992 and February 2011, our findings suggest intrinsic motivation is equally relevant for predicting intentions toward using and actual use of both hedonic and utilitarian systems. Therefore, our meta-analytic results call into question the rigidity of the assumption that system type is a ‘boundary condition’ for understanding individuals’ interaction with information technology. The implications of these results for research and practice are discussed.  相似文献   

14.
The emergence of highly interactive media and the increased connectivity among people call for an investigation of usage behaviour of those media. People tend to rely heavily on peer-to-peer interaction influencing the adoption of new media formats that enhance this interactivity. The first explorative phase of this research consists of interviews with experts and focus groups and builds the basis of the proposed framework and measurement model. Then, a Structural Equation Modelling approach is used to assess the relative importance and the strength between different constructs, including perceived enjoyment, social norm, usefulness, ease of use and intention to use. The results indicate that perceived enjoyment and social norm are important antecedents for the adoption of technology with network externalities.  相似文献   

15.
Present research and development offer various learning analytics tools providing insights into different aspects of learning processes. Adoption of a specific tool for practice is based on how its learning analytics are perceived by educators to support their pedagogical and organizational goals. In this paper, we propose and empirically validate a Learning Analytics Acceptance Model (LAAM) of factors influencing the beliefs of educators concerning the adoption a learning analytics tool. In particular, our model explains how the usage beliefs (i.e., ease-of-use and usefulness perceptions) about the learning analytics of a tool are associated with the intention to adopt the tool. In our study, we considered several factors that could potentially affect the adoption beliefs: i) pedagogical knowledge and information design skills of educators; ii) educators' perceived utility of a learning analytics tool; and iii) educators' perceived ease-of-use of a learning analytics tool. By following the principles of Technology Acceptance Model, the study is done with a sample of educators who experimented with a LOCO-Analyst tool. Our study also determined specific analytics types that are primary antecedence of perceived usefulness (concept comprehension and social interaction) and ease-of-use (interactive visualization).  相似文献   

16.
The ARIES system for creating and presenting 3D image-based augmented reality learning environments is presented. To evaluate the attitude of learners toward learning in ARIES augmented reality environments, a questionnaire was designed based on Technology Acceptance Model (TAM) enhanced with perceived enjoyment and interface style constructs. For empirical study, a scenario of a chemistry experimental lesson was developed. The study involved students of the second grade of lower secondary school. As follows from this study, perceived usefulness and enjoyment had a comparable effect on the attitude toward using augmented reality environments. However, perceived enjoyment played a dominant role in determining the actual intention to use them. The interface style based on physical markers had significant impact on perceived ease of use. Interface style and perceived ease of use had a weak influence on perceived enjoyment. In contrast, these two constructs had a significantly stronger influence on perceived usefulness.  相似文献   

17.
ABSTRACT

According to industry research, the automation of vehicles promises a revolution in traffic safety, mobility, and quality of life. However, the success of such vehicles depends on their acceptance. This study investigates the influence of trust in technology, concerns of giving up control, perceived usefulness, perceived ease of use, the personality factor innovativeness, and the enjoyment of driving a car on the a priori intention to adopt an autonomous vehicle. By means of an online survey with 369 German participants, our study shows that trust in the technology and the concern about handing over control to a machine go hand in hand as respondents’ cognitive and affective perception of this innovation. Moreover, perceived usefulness represents an influential factor, while the enjoyment of driving a car is a barrier to the technology’s acceptance. Innovators represent a promising target for campaigns, as they are more likely to adopt an autonomous vehicle.  相似文献   

18.
Unlike traditional technologies, the use of mobile technology is exposed to shifting use contexts. Use context has frequently been described as an important factor influencing the adoption of mobile innovations. However, empirical evidence about the impact of use context is limited. This paper investigated the effect of use context on the formation of users’ perceptions of mobile hedonic services by using mobile gaming as an example. Through the employment of structural equation modelling technology, an adoption model of mobile gaming is proposed and assessed based on results from 267 questionnaires. The results show that use context is the strongest predictor of mobile game adoption. It directly or indirectly affects all different perceptions of mobile gaming in significant ways, including perceived ease of use, perceived usefulness, perceived enjoyment, cognitive concentration, attitude and behavioral intention. Additionally, perceived usefulness, perceived enjoyment and cognitive concentration all have a positive influence on the attitudinal variables of mobile game acceptance. We concluded that the formation of people’s perceptions about mobile gaming is conditional and based on the special consideration of certain use contexts. Both theoretical and practical implications are discussed.  相似文献   

19.
The aim of this study is to identify structural relationships between aspects of online store image and purchase intention. Responses from 211 website visitors were analyzed using structural equation modeling (SEM) to examine the research hypotheses. The results demonstrated that enjoyment and familiarity are predictors of ease-of-use and settlement performance, respectively. Settlement performance and usefulness are positively related to purchase intention. The results provide some suggestions for online store owners to help them arrange budget priorities for website design. Moreover, it is important to manage image familiarity for an online store through image-enhancing techniques, such as advertising and publicity.  相似文献   

20.
Abstract. Short message service (SMS) is very popular in China. While many reports indicate that the SMS market has great potential, little is known about why people adopt SMS. This study uses the technology acceptance model and network externalities to examine the factors influencing the adoption of SMS for personal communication in China. Using data collected from 262 mobile phone users, we find that perceived usefulness, perceived enjoyment and perceived service cost affect SMS use. Perceived network externalities also contribute to higher perceived usefulness and perceived ease of use and affect SMS adoption. The results provide insight to SMS marketing strategies.  相似文献   

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