未来无线移动环境下潜在手机玩家的行为性质

Y. Yoon, Imsook Ha, M. Choi
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引用次数: 4

摘要

本文建立了针对Wibro环境下手机游戏的扩展TAM(技术接受模型),并通过结构方程模型(SEM)在韩国进行了实证验证。由于Wibro环境下的手机游戏可能会继承游戏和移动设备的属性,我们将TAM扩展为感知享受、吸引力、牺牲、流体验和社会规范。我们通过在线调查收集了1011名可用的受访者。总体而言,研究结果发现,感知易用性、享受性和社会规范的影响非常强大,有用性不影响个人在Wibro环境下玩手机游戏的态度和意图。此外,我们还发现年龄是影响用户在Wibro环境下玩手机游戏接受度的关键因素。讨论了本研究的意义和局限性
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Nature of potential mobile gamers' behavior under future wireless mobile environment
this paper, we formulated an extended TAM (technology acceptance model) specific to mobile game under Wibro environment, and empirically validated it in Korea by SEM (structural equation modeling). Since mobile games under Wibro environment might inherit the properties of game and those of mobile device, we extended TAM with perceived enjoyment, attractiveness, sacrifice, flow experience, and social norm. We collected 1011 usable respondents by on-line survey. Overall, the results uncovered that the effect of perceived ease of use, enjoyment, and social norm are remarkably mighty and usefulness does not influence an individual's attitude and intention to play mobile game under Wibro environment. In addition, we also found out that age work as a key modifier of acceptance of playing mobile games under Wibro environment. The implication and limitation of this study are discussed
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