Computers and other interactive technologies for the home
Communications of the ACM
A feedback model to understand information system usage
Information and Management
Factors influencing the usage of websites: the case of a generic portal in The Netherlands
Information and Management
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
Influence of experience on personal computer utilization: testing a conceptual model
Journal of Management Information Systems
Consumer reactions to electronic shopping on the world wide web
International Journal of Electronic Commerce
Extending the TAM for a t-commerce
Information and Management
Exploring the effects of direct experience on IT use: An organizational field study
Information and Management
Factors affecting the usage of intranet: A confirmatory study
Computers in Human Behavior
User behaviors toward mobile data services: The role of perceived fee and prior experience
Expert Systems with Applications: An International Journal
A model of wireless broadband diffusion in Latin America
Telematics and Informatics
The adoption behaviour for mobile video call services
International Journal of Mobile Communications
Towards an understanding of the consumer acceptance of mobile wallet
Computers in Human Behavior
User acceptance of hedonic digital artifacts: A theory of consumption values perspective
Information and Management
Adoption of IPTV under the convergence of broadcasting and telecommunications
ICACT'09 Proceedings of the 11th international conference on Advanced Communication Technology - Volume 2
Exploring user acceptance of WAP services from the perspectives of perceived value and trust
International Journal of Information Technology and Management
A customizable game engine for mobile game-based learning
SMC'09 Proceedings of the 2009 IEEE international conference on Systems, Man and Cybernetics
Analysis of users and non-users of smartphone applications
Telematics and Informatics
Students' perceptions about the use of video games in the classroom
Computers & Education
Integrating TTF and UTAUT to explain mobile banking user adoption
Computers in Human Behavior
Research hypotheses for gender activities in mobile internet
Proceedings of the 6th International Wireless Communications and Mobile Computing Conference
Factors driving the adoption of m-learning: An empirical study
Computers & Education
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
International Journal of Mobile Communications
Do games motivate mobile content sharing?
ICADL'10 Proceedings of the role of digital libraries in a time of global change, and 12th international conference on Asia-Pacific digital libraries
MVNO services: Policy implications for promoting MVNO diffusion
Telecommunications Policy
User acceptance of wireless technology in organizations: A comparison of alternative models
Computer Standards & Interfaces
Effect of use contexts on the continuous use of mobile services: the case of mobile games
Personal and Ubiquitous Computing
Parental acceptance of digital game-based learning
Computers & Education
Proceedings of the 5th International Conference on Ubiquitous Information Management and Communication
Effects of users' perceived loneliness and stress on online game loyalty
ACIIDS'11 Proceedings of the Third international conference on Intelligent information and database systems - Volume Part II
Investigating customer adoption behaviours in Mobile Financial Services
International Journal of Mobile Communications
Perceptions, quality and motivational needs in image tagging human computation games
Journal of Information Science
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
Understanding playability and motivational needs in human computation games
ICADL'11 Proceedings of the 13th international conference on Asia-pacific digital libraries: for cultural heritage, knowledge dissemination, and future creation
Consumer lifestyles: alternative adoption patterns for advanced mobile services
International Journal of Mobile Communications
Examining mobile banking user adoption from the perspectives of trust and flow experience
Information Technology and Management
International Journal of Information Management: The Journal for Information Professionals
An integrated adoption model for mobile services
International Journal of Mobile Communications
Predicting m-commerce adoption determinants: A neural network approach
Expert Systems with Applications: An International Journal
Customer acceptance of playing online game on mobile phones
International Journal of Mobile Communications
Using mobile console games for multiple intelligences and education
International Journal of Mobile Learning and Organisation
Expert Systems with Applications: An International Journal
Understanding continuance usage of mobile services
International Journal of Mobile Communications
An empirical examination of the determinants of mobile purchase
Personal and Ubiquitous Computing
International Journal of Handheld Computing Research
International Journal of Handheld Computing Research
An empirical examination of user adoption of location-based services
Electronic Commerce Research
Minding the Gap Between First and Continued Usage of a Corporate E-Learning English-language Program
International Journal of Technology and Human Interaction
Journal of Database Management
Factors affecting Chinese Ubiquitous Game Service usage intention
International Journal of Mobile Communications
Bidding strategies in online single-unit auctions: Their impact and satisfaction
Information and Management
Enjoy and learn with educational games: Examining factors affecting learning performance
Computers & Education
Information and Management
The role of theory in gender and information systems research
Information and Organization
An investigation of the smartphone user's in-game purchase intention
International Journal of Mobile Communications
International Journal of Information Management: The Journal for Information Professionals
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Rapid advancements in technology and changes in cost have made the game industry a profitable area. Recently, Mobile Broadband Wireless Access technology-based (MBWA) games have been introduced into the marketplace. They are superior to current mobile games in terms of transmission speed and price and to older online games that have limited mobility. Since MBWA technologies, such as High Speed Downlink Packet Access (HSDPA), Wireless Broadband (WiBro), and Worldwide Interoperability for Microwave Access (WiMAX) have been developed, customers can enjoy games whenever and wherever they like. We decided to analyze the factors that influence potential users' adoption of MBWA games using an extension of TAM. Most previous game-related studies lack a comprehensive approach to both technological and psychological aspects of game adoption and do not reflect a variety of consumer preferences. We therefore extended TAM to include an emotion variable and measured the moderating effects of gender, age, and prior experience on game adoption. Overall, the results revealed that the effect of perceived enjoyment was very important but that usefulness did not influence an individual's attitude. In addition, we also find that age can be key moderator of game acceptance.