scholarly journals What Motivates Chinese Young Adults to Use mHealth?

Healthcare ◽  
2019 ◽  
Vol 7 (4) ◽  
pp. 156 ◽  
Author(s):  
Wai-Ming To ◽  
Peter K. C. Lee ◽  
Jinxuan Lu ◽  
Junhao Wang ◽  
Yihan Yang ◽  
...  

mHealth is one of China’s national strategies that brings affordable, accessible, and convenient health care to its entire population, may they be in cities or rural areas. Although Chinese young adults are among the first to adopt mHealth, the factors influencing Chinese young adults to use mHealth are yet to be studied both empirically and in depth. This study explores the mechanism that determines Chinese young adults’ intention to use mHealth, based on an extended Technology Acceptance Model (TAM). The extended TAM was tested using responses from 486 Chinese young adults. The results showed that perceived usefulness strongly and significantly influenced people’s intention to use mHealth. Additionally, communication effectiveness, health consciousness, and perceived ease of use were found as significant factors influencing people’s intention to use mHealth through perceived usefulness. Distrust was not found to significantly influence people’s intention to use mHealth.

2015 ◽  
Vol 7 (1) ◽  
pp. 32-51 ◽  
Author(s):  
Emad Ahmed Abu-Shanab

The importance of e-government projects is driving research in the area of technology acceptance to better understand the factors influencing the adoption of such projects and thus the success of e-government. Among the factors influencing the intention to use e-government projects are: perceived usefulness, perceived ease of use, social influence and trust. These relationships also are moderated by gender and age and previous literature supported such premise. This study utilized a sample of Jordanians who filled a survey consisting of items measuring the previously mentioned constructs. Results supported the proposed research model, where intention to use e-government services was significantly predicted by all proposed variables. Age and gender were significant predictors of e-government services when added to the model. Unfortunately, only one relationship was moderated by age and no relationships where moderated by gender. The detailed findings, conclusions and future work are discussed further in this paper.


2020 ◽  
Vol 33 (2) ◽  
pp. 19-39
Author(s):  
Wen-Chin Hsu ◽  
Po-Han Chen ◽  
Chung-Yang Chen

Virtual reality presents exciting new opportunities for e-commerce with regard to the development of innovative shopping services. This article reports on an experimental investigation into the coordinated use of two human-computer interfaces (HCIs) for online shopping: virtual reality (VR) and webpages. We adopted the uses and gratification theory and technology acceptance model to determine how these HCIs affect online shopping intentions. Data from 98 participants revealed that entertainment value, informativeness, perceived ease-of-use, and perceived usefulness are the primary factors influencing the intention to use the VR HCI for online shopping (p < 0.05). Informativeness, perceived ease-of-use, and perceived usefulness are the main factors influencing the intention to use the webpage HCI for online shopping (p < 0.05). This study provides insights for businesses how to develop innovative shopping services using VR.


Author(s):  
Peter Yamakawa ◽  
Carlos Delgado ◽  
Esperanza Díaz ◽  
Erik Garayar ◽  
Hedda Laguna

The use of mobile technologies in higher education seem to be lagging those in other service sectors, which have been quick to utilize the advantages that mobile communications have to offer. Based on the Technology Acceptance Model (TAM), this study analyzes the range factors and the level of influence on undergraduate intention to use a proposed mobile technology information service on the campus of a Peruvian university. The results, derived from factor analysis and regression, support the TAM showing that Perceived Usefulness and Perceived Ease of Use are the principal factors influencing the intention to use the proposed service, with the external factors of mobility and social influence ranking as the next important. These results lead to the conclusion that the awareness of the attributes which the student’s value and their social contexts are significant factors to ensure student uptake and use when designing and introducing student focused mobile services.


2019 ◽  
Vol 24 (1) ◽  
pp. 100-113
Author(s):  
Filona ◽  
Misdiyono

With the rapid growth of information technology, electronic money has played an important and central role in the e-payment. Development of electronic money is able to create a trend less-cash society, which is a society’s behavior using non- cash transactions by utilizing the simplicity offered through electronic transactions. The purpose of this research is to determine the factors affecting the intention to use electronic money. We designed a questionnaire and used it to survey a simple random sampling of people who use of e-money in DKI Jakarta. The actual samples used for the study are 125 respondents. We analyzed the data using Structured Equation Modeling to evaluate the strength of the hypothesized effects. The result of the analysis showed that perceived ease of use has no significant effect on attitudes towards the use of e-money. Perceived ease of use has a significant effect on the perceived usefulness of e-money. Perceived usefulness has no significant effect on the intention to use e-money. Perceived usefulness has a significant effect on attitudes towards the use of e-money. Attitude has a significant effect on the intention to use e-money. Subjective norm has a significant effect on the intention to use e-money. Perceived behavioral control has no significant effect on the intention to use e-money. Keywords: electronic money, technology acceptance model, the theory of planned behavior.


2021 ◽  
Vol 11 (3) ◽  
pp. 1073
Author(s):  
Kwanghee Jung ◽  
Vinh T. Nguyen ◽  
Jaehoon Lee

Traditional in-app virtual reality (VR)/augmented reality (AR) applications pose a challenge of reaching users due to their dependency on operating systems (Android, iOS). Besides, it is difficult for general users to create their own VR/AR applications and foster their creative ideas without advanced programming skills. This paper addresses these issues by proposing an interactive extended reality toolkit, named BlocklyXR. The objective of this research is to provide general users with a visual programming environment to build an extended reality application for digital storytelling. The contextual design was generated from real-world map data retrieved from Mapbox GL. ThreeJS was used for setting up, rendering 3D environments, and controlling animations. A block-based programming approach was adapted to let users design their own story. The capability of BlocklyXR was illustrated with a use case where users were able to replicate the existing PalmitoAR utilizing the block-based authoring toolkit with fewer efforts in programming. The technology acceptance model was used to evaluate the adoption and use of the interactive extended reality toolkit. The findings showed that visual design and task technology fit had significantly positive effects on user motivation factors (perceived ease of use and perceived usefulness). In turn, perceived usefulness had statistically significant and positive effects on intention to use, while there was no significant impact of perceived ease of use on intention to use. Study implications and future research directions are discussed.


2017 ◽  
Vol 13 (1) ◽  
pp. 14-32 ◽  
Author(s):  
Isaac Kofi Mensah ◽  
Mi Jianing ◽  
Dilawar Khan Durrani

The purpose of this research paper is to investigate the determinates of Korean students in China to use e-government services. A total of 400 structured research questionnaire instruments was designed and administered to potential respondents of which 93.75% responded. The Technology Acceptance Mode (TAM) was used as a theoretical framework for this study. The data gathered was analyzed with SPSS version 20. The results show that all the predictors (Perceived Usefulness, Perceived Ease of Use, Perceived Service Quality, and Citizen Trust) investigated are significant positive determiners of Korean students' intention to adopt and use e-government services. The results further indicated that Citizen Trust positively and significantly moderated the positive relationship between perceived ease of use, perceived service quality and intention to use e-government services but failed to show any positive moderation effect on perceived usefulness and intention to use e-government services. The implications of these findings are further discussed.


2021 ◽  
Author(s):  
Rurid Dwi Anggraeny ◽  
Imam Baihaqi

The e-commerce industry has the potential to be one of the drivers of the domestic economy. One of the impacts of the advancement of e-commerce is the emergence of many online-based marketplaces or so-called e-marketplaces. However, a lot of these online marketplaces sell 90% imported products. In addition, the outbreak of Covid-19 in Indonesia has prompted the government to establish several policies that have significantly reduced MSME performance by up to 70-100%. This study aimed to provide an empirical analysis of the influence of factors based on the Technology of Acceptance Model (TAM) approach, namely e-marketplace self-efficacy, complexity, perceived usefulness, perceived ease of use, attitude towards using, behavioral intention to use, and actual technology use in e-marketplaces. The sample consisted of MSMEs in East Java, especially those engaged in the food and beverage industry sector with ready-to-eat processed food products whose business activities use the Shopee e-marketplace application platform. This is an online shopping marketplace focused on mobile platforms. There were 150 respondents. The Structural Equation Model (SEM) was used. E-marketplace self-efficacy, complexity, perceived usefulness, perceived ease of use, attitude towards using, behavioral intention to use, and actual technology use in e-marketplaces all had positive effects on each other. This showed that a system that offers convenience will improve behavior, habits, and performance for MSMEs in using e-marketplace activities. The theoretical and methodological implications and opportunities for further research are discussed. Keywords: MSMEs, e-marketplace, technology acceptance model


2022 ◽  
Vol 6 (1) ◽  
pp. 45-58 ◽  
Author(s):  
Amer Al-Husamiyah ◽  
Mahmood Al-Bashayreh

Smart home services (SHSs) afford users an effective lifestyle management system, which provides human-oriented networking of smart devices and applications that enable users to control their homes from anywhere at any time. Despite the benefits of SHSs, however, their acceptance is very low. There remains a gap in the literature in terms of a comprehensive model that addresses users’ intention to use SHSs. To address this gap, the present study explored the factors that influence SHS acceptance among users based on well-established theoretical frameworks, such as the technology acceptance model, innovation diffusion theory, and the theory of planned behavior. To this end, the study integrated four additional factors, namely, perceived convenience, perceived connectedness, perceived cost, and perceived privacy risk, into the exploration and carried out structural equation modeling to quantitatively determine the effects of these factors. Questionnaires were administered to 750 users. The findings indicated that perceived compatibility, perceived convenience, perceived connectedness, perceived cost, perceived behavioral control with perceived usefulness, and perceived ease of use directly and indirectly exerted a significant influence on users’ intention to use SHSs.


Author(s):  
Sumayyah Hassan Alfaresi ◽  
Kate Hone

This paper presents a qualitative study on student adoption of mobile library technology in a developing world context. The findings support the applicability of a number of existing constructs from the technology acceptance literature, such as perceived ease of use, social influence and trust. However, they also suggest the need to modify some adoption factors previously found in the literature to fit the specific context of mobile library adoption. Perceived value was found to be a more relevant overarching adoption factor than perceived usefulness for this context. Facilitating conditions were identified as important but these differed somewhat from those covered in earlier literature. The research also uncovered the importance of trialability for this type of application. The findings provide a basis for improving theory in the area of mobile library adoption and suggest a number of practical design recommendations to help designers of mobile library technology to create applications that meet user needs.


2022 ◽  
pp. 123-141
Author(s):  
Heru Susanto ◽  
Fadzliwati Mohiddin ◽  
Leu Fang-Yie ◽  
Muhammad Syamim Sanip ◽  
Alifya Kayla Shafa Susanto ◽  
...  

This study was conducted to investigate e-learning acceptance and factors influencing higher institution students in Brunei Darussalam. Among the factors involved in this study were perceived ease of use, perceived usefulness, self-efficacy, technology availability, and usage and intention to use. Technology acceptance models (TAM) were used as a basis for the study and for hypothesizing the effects of such variables on the use of e-learning. The findings of this study found that there is significant influence of self-efficacy to perceived ease of use and perceived usefulness while perceived ease of use has direct impact to perceived usefulness and perceived usefulness has influence on intention to use towards e-learning systems.


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