Why do people use information technology?: a critical review of the technology acceptance model
Information and Management
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
Factors influencing the usage of websites: the case of a generic portal in The Netherlands
Information and Management
International Journal of Human-Computer Studies - Special issue on HCI and MIS
International Journal of Human-Computer Studies - Human-computer interaction research in the managemant information systems discipline
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
Exploring consumer adoption of mobile payments - A qualitative study
The Journal of Strategic Information Systems
An empirical investigation of mobile ticketing service adoption in public transportation
Personal and Ubiquitous Computing
Past, present and future of mobile payments research: A literature review
Electronic Commerce Research and Applications
Would you share? Predicting the potential use of a new technology
Telematics and Informatics
A Contextual Acceptance Model of Mobile Commerce Based on TAM
ICCGI '08 Proceedings of the 2008 The Third International Multi-Conference on Computing in the Global Information Technology (iccgi 2008)
Context-Sensitive Mobile Services for Police Officers: A Re-assessment of TAM
ICMB '08 Proceedings of the 2008 7th International Conference on Mobile Business
Consumer adoption of mobile TV: Examining psychological flow and media content
Computers in Human Behavior
User behaviors toward mobile data services: The role of perceived fee and prior experience
Expert Systems with Applications: An International Journal
The impact of use context on mobile services acceptance: The case of mobile ticketing
Information and Management
Contextual patterns in mobile service usage
Personal and Ubiquitous Computing
User acceptance of hedonic digital artifacts: A theory of consumption values perspective
Information and Management
Personal TV: a qualitative study of mobile TV users
EuroITV'07 Proceedings of the 5th European conference on Interactive TV: a shared experience
Factors driving the adoption of m-learning: An empirical study
Computers & Education
User acceptance of hedonic information systems
MIS Quarterly
An empirical analysis of the determinants of 3G adoption in China
Computers in Human Behavior
Computers in Human Behavior
Factors affecting Chinese Ubiquitous Game Service usage intention
International Journal of Mobile Communications
International Journal of E-Adoption
Evaluating multiple aspects of a digital educational problem-solving-based adventure game
Computers in Human Behavior
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Unlike traditional technologies, the use of mobile technology is exposed to shifting use contexts. Use context has frequently been described as an important factor influencing the adoption of mobile innovations. However, empirical evidence about the impact of use context is limited. This paper investigated the effect of use context on the formation of users' perceptions of mobile hedonic services by using mobile gaming as an example. Through the employment of structural equation modelling technology, an adoption model of mobile gaming is proposed and assessed based on results from 267 questionnaires. The results show that use context is the strongest predictor of mobile game adoption. It directly or indirectly affects all different perceptions of mobile gaming in significant ways, including perceived ease of use, perceived usefulness, perceived enjoyment, cognitive concentration, attitude and behavioral intention. Additionally, perceived usefulness, perceived enjoyment and cognitive concentration all have a positive influence on the attitudinal variables of mobile game acceptance. We concluded that the formation of people's perceptions about mobile gaming is conditional and based on the special consideration of certain use contexts. Both theoretical and practical implications are discussed.