The Effect of Flow Experience and Social Norms on the Adoption of Mobile Games in China

IF 0.2 Q4 COMPUTER SCIENCE, CYBERNETICS
Shang Gao, J. Krogstie, Zhe Zang
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引用次数: 12

Abstract

This research examines the potential factors which influence users' intention to play mobile games. Through the employment of structural equation modeling technology, a research model extending the technology acceptance model TAM with flow experience and social norms is proposed. This research model was empirically evaluated using survey data collected from 565 users in the largest city in central China. And eleven research hypotheses were proposed. Eight hypotheses were positively supported on a significant level, while three hypotheses were rejected in this study. The result indicated that attitude and flow experience explained about 66% of users' intention to play mobile games. It was found that social norms did not have a direct effect on the intention to play a mobile game. However, it affected the attitude directly. In addition, flow experience, perceived ease of use and perceived usefulness all had direct effects on users' attitudes toward playing a mobile game. The research findings demonstrated that flow experience play an important role in the adoption of mobile games.
心流体验和社会规范对中国手机游戏使用的影响
本研究探讨了影响用户玩手机游戏意愿的潜在因素。利用结构方程建模技术,提出了一种基于流程经验和社会规范的技术接受模型TAM的扩展研究模型。利用对中国中部最大城市565名用户的调查数据对该研究模型进行了实证评估。并提出了11个研究假设。8个假设在显著水平上得到积极支持,3个假设在本研究中被拒绝。结果表明,态度和心流体验解释了66%的用户玩手机游戏的意愿。研究发现,社交规范对玩手机游戏的意愿没有直接影响。然而,它直接影响了态度。此外,流体验、感知易用性和感知有用性都直接影响着用户对手机游戏的态度。研究结果表明,心流体验在手机游戏的普及过程中发挥着重要作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
4.70
自引率
0.00%
发文量
5
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