International Journal of Man-Machine Studies
The psychological origins of perceived usefulness and ease-of-use
Information and Management
Two approaches to bringing Internet services to WAP devices
Proceedings of the 9th international World Wide Web conference on Computer networks : the international journal of computer and telecommunications netowrking
The technology acceptance model and the World Wide Web
Decision Support Systems
Extending the TAM for a World-Wide-Web context
Information and Management
Mobile commerce: opportunities, applications, and technologies of wireless business
Mobile commerce: opportunities, applications, and technologies of wireless business
Marketing Engineering: Computer-Assisted Marketing Analysis and Planning
Marketing Engineering: Computer-Assisted Marketing Analysis and Planning
ACM SIGecom Exchanges
Understanding mobile handheld device use and adoption
Communications of the ACM - Mobile computing opportunities and challenges
Barriers and drivers in the adoption of current and future mobile services in Finland
Telematics and Informatics
Machine Learning-Based Adaptive Wireless Interval Training Guidance System
Mobile Networks and Applications
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The current chapter focuses the adoption process of mobile gaming. After providing a brief introduction to the topic of re-commerce and m-services, several relevant adoption factors are highlighted. These factors have been researched empirically, via a conjoint study conducted in the Netherlands. The results illustrated a hierarchical importance of the factors identified, whereby perceived risk, complexity, and compatibility were identified as the three main regarded as the factors that are mainly influencing the adoption of mobile gaming applications. Based on these findings, we have provided several managerial implications.