The Adoption of Mobile Games in China: An Empirical Study

Abstract : Mobile games have become very popular in recent years in China. This research aims to investigate the potential factors that influence users’ intention to play mobile games. Through the employment of structural equation modeling technology, a research model by extending technology acceptance model (TAM) with flow experience and social norms was proposed. This research model was empirically evaluated using survey data collected from 388 users about their perceptions of mobile games. Eleven research hypotheses were proposed in the study. Eight research hypotheses were positively significant supported, while three research hypotheses were rejected in this study. The result indicates that attitude and flow experience explain about 75% of uses’ intention to playing mobile games. It was found that social norms do not have direct effect on the intention to play a mobile game. But it affects the attitude directly. In addition, flow experience, perceived ease of use and perceived usefulness all have direct effects on users’ attitude toward playing a mobile game, and the effect from flow experience is quite strong. Flow experience plays an important role in the adoption of mobile games according to the analytical results of our study.
Type de document :
Communication dans un congrès
Kecheng Liu; Stephen R. Gulliver; Weizi Li; Changrui Yu. 15th International Conference on Informatics and Semiotics in Organisations (ICISO), May 2014, Shanghai, China. Springer, IFIP Advances in Information and Communication Technology, AICT-426, pp.368-377, 2014, Service Science and Knowledge Innovation. 〈10.1007/978-3-642-55355-4_38〉
Liste complète des métadonnées

Littérature citée [24 références]  Voir  Masquer  Télécharger

https://hal.inria.fr/hal-01350944
Contributeur : Hal Ifip <>
Soumis le : mardi 2 août 2016 - 11:35:18
Dernière modification le : mercredi 3 août 2016 - 01:03:49
Document(s) archivé(s) le : jeudi 3 novembre 2016 - 17:26:46

Fichier

978-3-642-55355-4_38_Chapter.p...
Fichiers produits par l'(les) auteur(s)

Licence


Distributed under a Creative Commons Paternité 4.0 International License

Identifiants

Citation

Shang Gao, Zhe Zang, John Krogstie. The Adoption of Mobile Games in China: An Empirical Study. Kecheng Liu; Stephen R. Gulliver; Weizi Li; Changrui Yu. 15th International Conference on Informatics and Semiotics in Organisations (ICISO), May 2014, Shanghai, China. Springer, IFIP Advances in Information and Communication Technology, AICT-426, pp.368-377, 2014, Service Science and Knowledge Innovation. 〈10.1007/978-3-642-55355-4_38〉. 〈hal-01350944〉

Partager

Métriques

Consultations de la notice

95

Téléchargements de fichiers

36