Goal and plan knowledge representations: from stories to text editors and programs
Interfacing thought: cognitive aspects of human-computer interaction
Multivariate data analysis (4th ed.): with readings
Multivariate data analysis (4th ed.): with readings
A motivational model of microcomputer usage
Journal of Management Information Systems
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
Proceedings of the Designing Interactive Systems Conference
Family communication in rural and slum regions of Kenya
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Mobile entertainment services are rapidly and widely developing. However, in emerging markets like Chinese rural area, entertainment related services are still not fully accepted by mobile phone users. This primary research aimed to study Chinese rural people's acceptance for mobile entertainment, to provide comprehensive models, and to explain the problem from its socio-economic roots. Interview and survey data were collected. Using explorative factor analysis method, two mobile entertainment acceptance models were built: one for rural people in North China and the other in East China. The models show that "social influence" is the most influential factor for north rural users while users' "self efficacy" carries the largest weight in East China. Both factors are more important than "product and service quality". The socio-economic roots of the results were analyzed from the differences between the traditional interdependent society in North China and the more independent society in East China. It primarily reveals the possibility to predict users' technology acceptance with socio-economic variables. Implications for mobile entertainment design were discussed.