Acceptance of internet-based learning medium: the role of extrinsic and intrinsic motivation
Information and Management
Extending the TAM for a t-commerce
Information and Management
User acceptance of wireless short messaging services: Deconstructing perceived value
Information and Management
Value-based Adoption of Mobile Internet: An empirical investigation
Decision Support Systems
A meta-analysis of the technology acceptance model
Information and Management
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
Understanding the Adoption of Multipurpose Information Appliances: The Case of Mobile Data Services
Information Systems Research
End-user adoption of animated interface agentsin everyday work applications
Behaviour & Information Technology
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
The adoption of hyped technologies: a qualitative study
Information Technology and Management
Exploring information technology adoption in the classroom: case of online learning technology
International Journal of Business Information Systems
Mobile is success in personnel marketing: a consumer-based analysis of quality and perceived value
Proceedings of the 49th SIGMIS annual conference on Computer personnel research
Exploring the value of purchasing online game items
Computers in Human Behavior
The dilemma of the hedonic - Appreciated, but hard to justify
Interacting with Computers
Use, perceived deterrence and the role of software piracy in video game console adoption
Information Systems Frontiers
It is not for fun: An examination of social network site usage
Information and Management
International Journal of E-Business Research
An empirical study of information contribution to online feedback systems: A motivation perspective
Information and Management
An investigation of the smartphone user's in-game purchase intention
International Journal of Mobile Communications
User Continuance Intention Towards Mobile Internet Service: The Case Of WiMAX in Korea
Journal of Global Information Management
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Hedonic digital artifacts have become prevalent in today's society. Their users typically pay for them, and in exchange are generally provided with benefits involving enjoyment. Today's research on technology adoption and use, though, has focused mostly on organizational or personal aids that provide efficiency and effectiveness and are free of charge for users. To bridge this gap, we identified several value drivers of hedonic digital artifacts and measured them in the context of mobile phone ringtones using the theory of consumption values. Hypothesis testing was performed using PLS on data collected from 422 ringtone users. Results confirmed that the overall value of hedonic digital artifacts is a third-order composite assessment, which successfully predicted behavioral usage and positive word-of-mouth intentions. Theoretical and practical implications were discussed.