Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
What drives mobile commerce? An empirical evaluation of the revised technology acceptance model
Information and Management
A Framework for the Study of Customer Interface Design for Mobile Commerce
International Journal of Electronic Commerce
Exploring consumer adoption of mobile payments - A qualitative study
The Journal of Strategic Information Systems
An investigation of user communication behavior in computer mediated environments
Computers in Human Behavior
Task-technology fit for mobile locatable information systems
Decision Support Systems
Towards an understanding of the behavioral intention to use 3G mobile value-added services
Computers in Human Behavior
Consumer adoption of mobile TV: Examining psychological flow and media content
Computers in Human Behavior
International Journal of Mobile Communications
An empirical examination of factors influencing the intention to use mobile payment
Computers in Human Behavior
Identifying the ideal fit between mobile work and mobile work support
Information and Management
Information Systems Frontiers
Experiencing flow with instant messaging and its facilitating role on creative behaviors
Computers in Human Behavior
Information Systems Frontiers
The adoption of mobile healthcare by hospital's professionals: An integrative perspective
Decision Support Systems
The role of psychological traits and social factors in using new mobile communication services
Electronic Commerce Research and Applications
International Journal of Information Management: The Journal for Information Professionals
Ubiquitous use of mobile social network services
Telematics and Informatics
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Mobile games as an emerging service have not received wide adoption among users; especially, presenting a compelling experience to users may be crucial to their usage. Drawing on the flow theory, this research identified the factors affecting user adoption of mobile games. The results indicated that perceived ease of use, connection quality and content quality affect flow. Among them, content quality has the largest effect. Flow, social influence and usage cost determine usage intention. The results imply that service providers need to improve users' experience in order to facilitate their adoption and usage of mobile games.