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1.
Employing the definition of “adopter types” as the continuum of adoption rate, this study attempts to examine the factors influencing young people’s mobile TV adoption behaviors ranging from non- and discontinuous to actual adoption. Demographic and innovative attributes were found to have a non-significant influence on the adoption likelihood. The findings also revealed that information needs and newspaper reading were negatively associated with mobile TV adoption, while entertainment needs were found to be a significant positive predictor of the adoption likelihood. The results imply that young adults tend to adopt and use mobile TV for entertainment purpose, rather than for informational purpose. Additionally, the results showed that perceived value predicted the adoption. On the other hand, perceived price as an available resource did not have an impact on the adoption. Inconsistent with the prior findings of people’s mobile TV adoption and use as both positive information and entertainment sources, the findings suggest that young adults are likely to adopt and use mobile TV for entertainment and portability. When considering the capabilities of the technology, the findings imply young adults’ perceptual and behavioral tendency toward the different use of the technology in the convergent media environment in which they have grown up.  相似文献   

2.
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has become a trend. Online games are played over computer networks, usually over the Internet. Online games entail a number of advantages, such as the ability to connect to multiplayer games, although single-player online games are also rather popular. This exploratory study focused on modeling the determinants of actual use of online game playing. Many researchers have shown perceived enjoyment and flow experience as important drivers of actual use of online game playing. The theory of planned behavior has been used in this study. Data were collected from 1584 Universiti Sains Malaysia students with different backgrounds using a structured questionnaire. The findings show that perceived enjoyment has the strongest influence on actual use. Other variables found to influence actual usage include the level of perceived behavioral control, subjective norms, attitude, perceived enjoyment, and flow experience. Implications of this research for future researchers will also be discussed. We hope this research will increase researchers’ interest in further development in this sector and that the model will assist the games industry to identify factors that increase actual use by players.  相似文献   

3.
This paper analyzed the adoption of using mobile learning (m-learning) in higher education. Mobile Learning as a model of e-learning refers to the acquisition of knowledge, skills and attitudes by utilizing mobile technologies. With the increasing coverage of mobile networks, learning services can play the increasing and effective role in education at any time and place. Continuous access via mobile devices creates special facilities like sending and saving the learning content to learners etc, it is accompanied with continuous education. This paper, with a study of “what is the impact of the mobile phone usage in education?” provides approaches and theories of mobile learning in training. The paper aimed to evaluate the essential factors for the adoption and application of education information system that has been created by students. The survey was based on the history of technology adoption and covered students. Furthermore, a case study from students of K. N. Toosi University in Iran was presented to indicate the performance of this method in practice. The statistical society included 300 members from Information Technology students of Iran's K. N. Toosi University of Technology. The factors related to adoption of mobile learning in higher education was classified into seven main categories as: ease of use, trust, characters and personal qualities, context, perceived usefulness of using, behavioral intention, and culture of using a research model. From the results, mobile learning could be one of the promising educational technologies for development in educational environments and culture of using. The context of applications has a significant positive effect on the ease of use factor and usefulness and the ease of use has a positive effect on the usefulness factor. The trust factor has a positive and significant effect on the behavioral intention. The personal features and characters factor have a significant positive effect on the culture of using and the culture of using the application has a significant positive effect on the behavioral intention.  相似文献   

4.
This paper examines the behavioral and psychological factors influencing the adoption and use of mobile phone in rural China. Based on the diffusion of innovations and perceived needs theory, this research, through a case study of Hubei, China, supports the theoretical model that both behavioral and psychological factors can predict Chinese rural residents’ adoption and use of mobile phone. Psychological factors, however, play a weaker role in rural residents’ adoption and use of mobile phone than do behavioral factors. Moreover, behavioral factors can significantly predict some of the psychological factors. By adding behavioral factors into the theoretical model, this study supplements the perceived needs theory and extends it from urban setting to rural setting. Implications of the findings have been discussed.  相似文献   

5.
Despite the wider introduction of the buy online and pick up in-store (BOPS) service by retailers, research on BOPS is still sparse, especially those from the consumer perspective. This paper employs the scenario-based factorial survey method to investigate how the perceived characteristics of innovation and the perceived risk of online shopping influence the consumers’ intention to use BOPS while also considering the moderating effects of situational factors (location convenience) and product type (involvement). Our findings indicated that the consumer perceptions of relative advantage, complexity, compatibility, and risks involved in online shopping are important antecedents to intention to use BOPS, and that these relationships were significantly moderated by locational convenience and product involvement. The implications of the findings and suggestions for future research are discussed in detail.  相似文献   

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