The attraction of personalized service for users in mobile commerce: an empirical study
ACM SIGecom Exchanges - Mobile commerce
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Information and Management
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
Internet anxiety: An empirical study of the effects of personality, beliefs, and social support
Information and Management
Communications of the ACM - Urban sensing: out of the woods
Determinants of accepting wireless mobile data services in China
Information and Management
An empirical investigation of anti-spyware software adoption: A multitheoretical perspective
Information and Management
Towards an understanding of the behavioral intention to use 3G mobile value-added services
Computers in Human Behavior
Classification of RFID adoption: An expected benefits approach
Information and Management
Information and Management
MySpace is your space? Examining self-presentation of MySpace users
Computers in Human Behavior
Perceived job effectiveness in coopetition: A survey of virtual teams within business organizations
Computers in Human Behavior
The impact of perceived risk, intangibility and consumer characteristics on online game playing
Computers in Human Behavior
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
Why do people play social network games?
Computers in Human Behavior
International Journal of Mobile Communications
User acceptance of hedonic information systems
MIS Quarterly
Facilitators and benefits of using Mobile Entertainment Services
International Journal of Mobile Communications
A study on the goal value for massively multiplayer online role-playing games players
Computers in Human Behavior
Effects of screen size, viewing angle, and players' immersion tendencies on game experience
Computers in Human Behavior
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The Ubiquitous Game Service UGS in China has emerged as the most innovative entertainment technologies adding new revenue streams, utilising the potentialities of wireless consumer applications and service offers. The study intends to examine the characteristics of Chinese game users and service affecting the intention to use UGS based upon a revised Technology Acceptance Model TAM. The external variables include user-related factors self-efficacy, innovativeness and self-expressiveness and service-related factors visibility and incentives. The survey of 536 Chinese users and the multiple regression analysis show that self-efficacy, innovativeness and visibility affect perceived ease of use whereas self-expressiveness, visibility, incentives and perceived ease of use influence perceived enjoyment. Incentives and perceived enjoyment are determinants of the behavioural intention to use. The marketing efforts should be targeted at the customers with self-efficacy, innovativeness and self-expressiveness, whereas the design strategy should be directed towards increasing visibility and incentives for the customer adoption of UGS.