Predicting the Usage Intention of Social Network Games

Author(s):  
Chiao-Chen Chang ◽  
Yang-Chieh Chin

Social network sites (SNSs) are new communication channels with which people can share information. The main functions of SNSs, such as MySpace, Facebook, and Orkut, consist of displaying a user’s social contacts, enabling people to view each other’s social networks and search for common friends or interesting content. Social networks are also connected to gaming and it is quickly becoming one of the most popular categories of applications on SNSs. The goal of this project is to gain insight into the factors that affect user intention to use a social network game. The study uses an extended technology acceptance model and focuses on combining personal innovativeness, personal involvement, intrinsic motivation and extrinsic motivation to explain usage intentions for social network games. The proposed model was tested with data collected from potential users of a social network game. A multiple regression analysis and MANOVA analysis were then conducted to identify the key causal relationships. It is expected that personal innovativeness and personal involvement will have positive effects on intrinsic and extrinsic motivation and ultimately influence usage intentions with regard to social network games.

2011 ◽  
Vol 1 (3) ◽  
pp. 29-37 ◽  
Author(s):  
Chiao-Chen Chang ◽  
Yang-Chieh Chin

Social network sites (SNSs) are new communication channels with which people can share information. The main functions of SNSs, such as MySpace, Facebook, and Orkut, consist of displaying a user’s social contacts, enabling people to view each other’s social networks and search for common friends or interesting content. Social networks are also connected to gaming and it is quickly becoming one of the most popular categories of applications on SNSs. The goal of this project is to gain insight into the factors that affect user intention to use a social network game. The study uses an extended technology acceptance model and focuses on combining personal innovativeness, personal involvement, intrinsic motivation and extrinsic motivation to explain usage intentions for social network games. The proposed model was tested with data collected from potential users of a social network game. A multiple regression analysis and MANOVA analysis were then conducted to identify the key causal relationships. It is expected that personal innovativeness and personal involvement will have positive effects on intrinsic and extrinsic motivation and ultimately influence usage intentions with regard to social network games.


Author(s):  
Begoña Peral-Peral ◽  
Ángel F. Villarejo-Ramos ◽  
Manuel J. Sánchez-Franco

Social Network Sites (SNS) have very rapidly become part of the daily reality of Internet users in recent years. Firms also use social networks as a two-way communication with their current and potential customers. This exploratory work means to analyze if Internet users’ gender influences the behavior of using social networks. There is a reason for this. Despite Information and Communication Technologies (ICT) acceptance and use being more frequent in men, according to the previous literature, in line with different surveys on the subject, social networks are more used by women. The authors, therefore, analyze in this chapter if there are gender differences in the constructs of technology’s classic models, such as the TAM (Technology Acceptance Model) and the TPB (Theory of Planned Behavior). They use a sample of 1,460 university students.


2019 ◽  
Vol 33 (2) ◽  
pp. 285-308 ◽  
Author(s):  
Yonathan Dri Handarkho ◽  
Yulius Harjoseputro

Purpose The purpose of this paper is to develop a theoretical model based on Push–Pull–Mooring (PPM) framework consisting of direct, indirect and moderating effects, derived from technology acceptance model, unified theory of acceptance and use of technology and other extended theory, to address the main factor influencing an individual in adopting mobile payment (MP) in physical stores. The research, therefore, utilized individual switching behavior as an underpinning to explain MP adoption in an offline context. Design/methodology/approach The theoretical model was tested by collecting data from 459 respondents in Indonesia through online self-administered questionnaires. Findings The finding indicated consumer innovativeness has the most influential direct effect on MP adoption, followed by deal proneness, perceived convenience and perceived herd behavior. Meanwhile, perceived enjoyment and subjective norms were found to have an indirect effect on the adaptation of MP through mediator convenience. Furthermore, age, gender, occupation and income did not have any moderating effect for all the direct influence of MP adoption. Originality/value Previous literature only focused on direct intention. However, this study observed the adoption of MP in a physical store by involving the switching behavior. It specifically puts concern and objective as the factors that influence user intention to switch from their old payment system to the MP system in bricks and mortar store using PPM framework.


2017 ◽  
Vol 1 (2) ◽  
pp. 298
Author(s):  
Umar Maksum ◽  
Zaki Baridwan ◽  
Imam Subekti

<p>This study aims to examine the factors influencing the acceptability of SIMDA in the Batu Municipal Government. The research model used the <em>Technology Acceptance Model</em> (TAM), which add external construct from D&amp;M success model of information system and other construct namely the <em>commitment of management</em>, <em>social influence</em> and the Individually influence such as <em>computer self-efficacy</em> and <em>personal innovativenes</em>. This research employed census sampling method. The samples are all official of in financial department who use SIMDA. Results of the research showed that <em>perceived usefulness</em> was affected by <em>management commitment</em>, <em>social influence</em>, <em>information quality, system quality</em>, <em>personal innovativeness</em>, and<em> perceived ease of use</em>. In addition, <em>Computer self-efficacy</em>, and <em>personal innovativeness</em> influenced to <em>perceived ease of use</em>. Furthermore, the <em>acceptance SIMDA</em> was influenced <em>perceived usefulness</em> and <em>perceived ease of use</em>. On the contrary, <em>computer self-efficacy</em> did not affect to <em>perceived usefulness</em><strong></strong></p><p><strong>Keywords: </strong>Technology Acceptance Model (TAM), Acceptance SIMDA, perceived usefulness, perceived ease of use</p>


Author(s):  
Kamel Rouibah ◽  
Hasan A. Abbas

This study develops a model to assess the consumer acceptance of Camera Mobile Phone (CMP) technology for social interaction. While there has been considerable research on technology adoption in the workplace, far fewer studies have been done to understand the motives of technology acceptance for social use. To fill in this gap, the authors develop a model that is based on the theory of the technology acceptance model, the theory of reasoned action, the attachment motivation theory, innovation diffusion theory, and the theory of flow. The first research methods used was a qualitative field study that identified the variables that most drive CMP acceptance and build the research model using a sample of 83 consumers. The second method was a quantitative field study, which collected from a sample of 240 consumers in Kuwait in order to test the model. Results reveal the “social use” and “use before shopping” uses, explaining 32.3% and 30% of the variance, respectively. Most importantly, the study reveals that personal innovativeness, attachment motivation, and social norms have an important effect on CMP acceptance.


2008 ◽  
pp. 1469-1488 ◽  
Author(s):  
Ron Thompson ◽  
Deborah Compeau ◽  
Chris Higgins

An integrative model explaining intentions to use an information technology is proposed. The primary objective is to obtain a clearer picture of how intentions are formed, and draws on previous research such as the Technology Acceptance Model (Davis, Bagozzi and Warshaw, 1989) and the Decomposed Theory of Planned Behavior (Taylor and Todd, 1995a). The conceptual model was tested using questionnaire responses from 189 subjects, measured at two time periods approximately two months apart. The results generally supported the hypothesized relationships, and revealed strong influences of both personal innovativeness and computer self-efficacy.


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