Communications of the ACM
Will Wireless Gaming Be a Winner?
Computer
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Playability heuristics for mobile games
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
Consumer Perceptions and Willingness to Pay for Intrinsically Motivated Online Content
Journal of Management Information Systems
Motivations for using the mobile phone for mass communications and entertainment
Telematics and Informatics
Communications of the ACM - Urban sensing: out of the woods
Computers in Human Behavior
Playing different games on different phones: an empirical study on mobile gaming
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Towards an understanding of the behavioral intention to use 3G mobile value-added services
Computers in Human Behavior
User acceptance of hedonic digital artifacts: A theory of consumption values perspective
Information and Management
Conceptualising fun in mobile commerce environments
International Journal of Mobile Communications
Professional Android 2 Application Development
Professional Android 2 Application Development
Effect of use contexts on the continuous use of mobile services: the case of mobile games
Personal and Ubiquitous Computing
User acceptance of hedonic information systems
MIS Quarterly
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The in-game sale strategy is considered one of the most promising business models for mobile gaming application industry. However, little knowledge has been found about the antecedent factors of a smartphone user's consumption intention. We integrate the hedonic use perspective with value based theories to investigate the effects of influential factors on the smartphone user's in-game purchase intention IGPI. We find that a user's perceived playfulness and the user's perceived added value of gaming applications on smartphones both have significant positive effects on the user's IGPI. We also instantiated five factors according to the mobile fun framework and empirically validated their influences on the user's perceived playfulness of gaming applications. The findings will contribute to the future gaming application commercialisation research, and provide several practical implications to gaming application developers.