Exploring the impact of use context on mobile hedonic services adoption: An empirical study on mobile gaming in China |
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Authors: | Yong Liu Hongxiu Li |
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Affiliation: | a IAMSR, TUCS, Åbo Akademi University, Turku, Finland b Turku Center for Computer Science, Information Systems Science Institute, Turku School of Economics, University of Turku, Turku, Finland |
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Abstract: | 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. |
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Keywords: | Use context Technology acceptance model Perceived usefulness Cognitive concentration Mobile game Mobile services |
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