Cultural differences in the online behavior of consumers
Communications of the ACM
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
Information Systems Research
Building Effective Online Marketplaces with Institution-Based Trust
Information Systems Research
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
HICSS '06 Proceedings of the 39th Annual Hawaii International Conference on System Sciences - Volume 01
A motivational model of microcomputer usage
Journal of Management Information Systems
International Journal of Electronic Commerce
User acceptance of virtual worlds: the Hedonic framework
ACM SIGMIS Database
Journal of the American Society for Information Science and Technology
User acceptance of hedonic information systems
MIS Quarterly
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Based on the marketing theory of hedonic consumption, this study examines the effects of six types of imaginal and emotional experiences on using pleasure-oriented IT. Associated hypotheses are tested using questionnaire responses from 443 online game players. The results provide strong support for the major hypotheses and indicate that the determinants of behavior may differ in using pleasure-oriented versus productivity-oriented IT. This paper contributes not only to the application of a marketing theory to IS research, but also to improved understanding of using pleasure-oriented IT and of why people use technologies that are not particularly useful from a productivity standpoint.