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Article

Aihui Chen, Yaobin Lu and Bin Wang

Residing on social networking platforms, social games have unique characteristics distinguishing them from other digital games or online games. The purpose of this paper…

Abstract

Purpose

Residing on social networking platforms, social games have unique characteristics distinguishing them from other digital games or online games. The purpose of this paper is to explore both social and gaming factors of social games and investigate their roles on enhancing perceived enjoyment. The authors also examine the relationships between perceived enjoyment, subject norm, perceived critical mass, intention to play, and actual behavior.

Design/methodology/approach

This paper develops a research model including nine hypotheses. Using a survey questionnaire, empirical data were collected from 169 actual social game players. Structured equation modeling was used to test the proposed research models.

Findings

Social identification, social interaction, and diversion significantly influence perceived enjoyment. Perceived enjoyment significantly influences the intention to play, which in turn significantly influences the actual behavior. Moreover, subject norm and perceived critical mass play different roles in determining the intention to play and the actual behavior.

Practical implications

The results of this study provide social game practitioners with a set of rich insights into guidelines on designing specific social and gaming characteristics to improve users’ perceived enjoyment and actual playing behavior.

Originality/value

Through analyzing characteristics of social games, The authors emphasize the difference between social games and other online games or computer games and recognize the enhancing role of social and gaming factors on perceived enjoyment. Findings of this study contribute to the literature on social games.

Details

Information Technology & People, vol. 29 no. 1
Type: Research Article
ISSN: 0959-3845

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Article

Ei Pa Pa Pe-Than, Dion Hoe-Lian Goh and Chei Sian Lee

The purpose of this paper is to investigate the effects of individuals’ perceived enjoyment and output quality on their intention to play human computation games (HCGs…

Abstract

Purpose

The purpose of this paper is to investigate the effects of individuals’ perceived enjoyment and output quality on their intention to play human computation games (HCGs) for location-based content sharing.

Design/methodology/approach

This study employed a cross-sectional survey method, and recruited 205 undergraduate and graduate students from a local university. Participants played the developed mobile HCG for content sharing named Seek, PLAy, SHare (SPLASH), and thereafter completed a questionnaire that measured their perceptions of enjoyment, output quality, and intention to play.

Findings

Results indicated that individuals derived enjoyment from the affective and cognitive dimensions, which further influenced their intention to play HCGs. Moreover, perceived output relevancy was significant in predicting individuals’ intention to play HCGs such as SPLASH.

Practical implications

The design of HCG is complicated due to their entertainment-output generation duality. Understanding what factors contribute to HCG usage is therefore, an essential area of study. Based on the study’s findings, designers should pay attention to HCG features that engender affective and cognitive experiences, and appropriately signify the relevancy aspect of HCG outputs.

Originality/value

Although similar in many ways, HCGs differ from entertainment-oriented games by generating output as byproducts of gameplay. Hence, results obtained from prior research in games may not be readily applicable to the HCG context, and further investigations are necessary. Moreover, the multidimensional aspect of HCG enjoyment and output quality, and how these dimensions influence usage intention has yet to be examined. The outcomes of this study can be exploited to drive further research in the field of HCGs, and similar games that are not just for pure entertainment.

Details

Aslib Journal of Information Management, vol. 67 no. 5
Type: Research Article
ISSN: 2050-3806

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Article

Muhammad Athar Nadeem, Zhiying Liu, Abdul Hameed Pitafi, Amna Younis and Yi Xu

Cryptocurrencies, such as Bitcoin, generate innovative and fast exchanges without any physical form and facilitate online payments; thus, they may bring about revolutions…

Abstract

Purpose

Cryptocurrencies, such as Bitcoin, generate innovative and fast exchanges without any physical form and facilitate online payments; thus, they may bring about revolutions of the future economic system. Recent investigations reveal that China, the second largest Bitcoin market, accounts for a huge volume of Bitcoin trading and mining, which can cast distinct influences on future values of Bitcoin. Therefore, it would be of great significance to probe into the repurchase intention of Bitcoin of the Chinese individuals.

Design/methodology/approach

One hundred and forty-three questionnaires were collected from Chinese respondents. SPPS was employed for data analysis of the proposed hypotheses.

Findings

The results show that expectation has a positive impact on perceived enjoyment and perceived ease of use. A positive relationship between perceived ease of use and perceived enjoyment was confirmed. The findings also reveal that expectation, perceived enjoyment and perceived ease of use have significant impact on satisfaction. Moreover, it is found that perceived enjoyment, perceived ease of use and satisfaction significantly influence the repurchase intention of Bitcoin.

Research limitations/implications

This study encourages future comparative studies to be conducted. Besides, it is recommended to find out other possible antecedents of repurchase intention. Moreover, this study suggested negative effects of Bitcoin to be explored.

Practical implications

In a practical standpoint, this study provides valuable suggestions about cryptocurrencies use and regularization. For instance, education and learnability issues of novice users need to be considered. Further, the regularization/implementation of cryptocurrencies/blockchain technologies is also suggested.

Originality/value

This is the pioneer endeavor which investigates the repurchase intention of Bitcoin. The findings explore some of the possible antecedents which influence repurchase intention of Bitcoin. These findings provide valuable insights and enrich the existing body of literature in the domain of Bitcoin.

Details

Data Technologies and Applications, vol. 54 no. 5
Type: Research Article
ISSN: 2514-9288

Keywords

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Article

Irfan Bashir and Chendragiri Madhavaiah

The purpose of this paper is to provide an insight into the determinants of the customers’ attitude and behavioural intention to use Internet banking services, paying…

Abstract

Purpose

The purpose of this paper is to provide an insight into the determinants of the customers’ attitude and behavioural intention to use Internet banking services, paying special attention to the role of perceived risk, trust, enjoyment, website design and social influence.

Design/methodology/approach

A research model grounded on the technology acceptance model (TAM) reflecting the effects of trust, perceived risk, perceived enjoyment, perceived website design and social influence on TAM constructs is proposed. The structural equation modelling technique is used to analyse a sample of 697 individual Internet banking users in India through an online survey.

Findings

The results of data analysis confirm some of the hypotheses drawn from the literature. Consistent with some of the other studies, perceived usefulness, perceived ease of use, trust and perceived enjoyment are found to be immediate direct determinants of customers’ attitude towards using Internet banking. Attitude, perceived risk, perceived enjoyment and trust determine the customers’ behavioural intentions to use Internet banking. Although the direct effect of perceived website design is significant only on perceived ease of use, its indirect effects are significant on perceived usefulness, attitude and behavioural intentions. Furthermore, perceived enjoyment exerts both direct and indirect effects on perceived usefulness but exerts only direct effect on perceived ease of use.

Research limitations/implications

Generalizability of the research is a practical limitation in consumer research studies and the present study is not an exception to that. The current study focused only on some technological, behavioural and attitudinal factors, and many customer-specific factors and other psychographic and behavioural factors such as cost, perceived value, service quality and satisfaction, which can provide more significant insight into the adoption process, are not a part of the scope of the study.

Practical implications

This research specifies the implications in three perspectives, viz., theoretical, methodological and managerial. Furthermore, this study provides the practical recommendations to enhance customer trust and guidelines to reduce perceived risk. The most significant implication for the banking sector is that apart from offering useful and user-friendly services, they need to build a trusting relationship with customers.

Originality/value

This study extends existing body of Internet banking literature by incorporating trust and risk perceptions. The effects of website design and perceived enjoyment on Internet banking acceptance have been examined and were found to be significant in the Indian context. In addition, it enables us to contribute to the current literature on the emerging Indian Internet banking services (IBS) market, which is largely under-researched.

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Article

Boonlert Watjatrakul

This empirical study aims to understand the interrelationship among the key technology adoption factors including social influence, individual existing knowledge, and…

Abstract

Purpose

This empirical study aims to understand the interrelationship among the key technology adoption factors including social influence, individual existing knowledge, and individual perceptions of technology (i.e. usefulness, ease of use, and enjoyment) and their effects on individual intention to use a free voluntary service.

Design/methodology/approach

The survey method is employed to collect data from universities offering the free mobile messaging service. A structural equation modeling analysis technique is used to analyze data reliability and validity in the measurement model and examine causal relationships among the constructs in the structural model.

Findings

The results show that social influence affects individual knowledge and perceptions of the service (perceived usefulness, perceived ease of use, and perceived enjoyment) and successively influences the individual intention to use the free voluntary service. This study indicates that the intrinsic value of perceived enjoyment has a greater impact than the extrinsic value of perceived usefulness in terms of its effect on individual intention to use a free voluntary service. In addition, the effect of perceived usefulness of alternative systems should be taken into account when using perceived usefulness from the technology acceptance model to predict individual's technology adoption decisions under the free voluntary setting.

Originality/value

This study fills the gap in the technology adoption literatures regarding the free voluntary service adoption based on social influence, individual knowledge, and individual perceptions of technology. It assists academics to understand the drivers of technology acceptance under the free voluntary setting and provides guidance for organizations to increase users' acceptability of their free voluntary services.

Details

Journal of Systems and Information Technology, vol. 15 no. 2
Type: Research Article
ISSN: 1328-7265

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Article

Xiaojing Sheng and Mohammadali Zolfagharian

This paper aims to examine the complex role of consumer participation by empirically testing a theoretical model within the online context of consumer using product…

Abstract

Purpose

This paper aims to examine the complex role of consumer participation by empirically testing a theoretical model within the online context of consumer using product recommendation agents (RAs) that integrates consumer participation into the technology acceptance model (TAM). Recent research starts questioning whether consumer participation is a double-edged sword, although its positive effects have been widely documented in the services marketing literature.

Design/methodology/approach

Data were collected from 243 respondents comprising both genders with varied age groups, education levels, household income and ethnicities. Participants interacted with an existing RA, searching product information for a simulated purchase involving either high or low financial risk. Confirmatory factor analysis (CFA) and Structural equations modeling (SEM) were used for assessing construct validity and testing hypotheses, respectively.

Findings

Consumer participation was found to positively affect enjoyment but negatively affect perceived ease of use of an RA, which was exacerbated when the purchase was of high financial risk. Predictions based on TAM were all supported in this study.

Research limitations/implications

This research evidenced consumer participation’s dual-effect and identified financial risk as a moderator of consumer participation’ negative effect. Future research could employ a different design such as using controlled lab settings and conducting longitudinal studies to replicate the study.

Practical implications

Findings from this research provide guidance to RA design regarding the amount of consumer participation, consumer perceptions of RA use (ease of use, usefulness and enjoyment) and financial risk involved in the purchase.

Originality/value

This research sheds new light on the role of consumer participation through uncovering its dual-effect, thus complementing the services marketing and RA literature.

Details

Journal of Services Marketing, vol. 28 no. 6
Type: Research Article
ISSN: 0887-6045

Keywords

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Article

Yan Ru Guo, Dion Hoe-Lian Goh and Brendan Luyt

The purpose of this paper is to investigate tertiary students’ acceptance of digital game-based learning (DGBL). Specifically, it investigated the influence of learning…

Abstract

Purpose

The purpose of this paper is to investigate tertiary students’ acceptance of digital game-based learning (DGBL). Specifically, it investigated the influence of learning motivation, enjoyment, and perceived usefulness on students’ behavioral intention to play an information literacy (IL) game.

Design/methodology/approach

In total, 150 tertiary students were recruited to play an IL game, and fill in a survey questionnaire. Multiple linear regression was performed.

Findings

Results indicated that attention, satisfaction, affective enjoyment, and perceived usefulness were significant determinants for the behavioral intention to play IL games. However, relevance, confidence, cognitive enjoyment, and behavioral enjoyment were not found to predict their behavioral intention.

Research limitations/implications

The authors did not consider other factors in the hypotheses, such as the mediating effects of enjoyment on behavioral intention, and the influence of students’ individual characters such as learning styles or personalities on their behavioral intention of using DGBL. Further, the IL game used in the study, Library Escape, may reduce generalizability of the results. The study used self-reported attitudinal data from survey questionnaires, while behavioral data were not considered.

Practical implications

The results showed that pedagogical features, enjoyment factors, and perceived usefulness remain critical in the uptake of IL games by students. Further, the study demonstrated that instead of behavioral or cognitive dimensions of enjoyment, players are more concerned with affective enjoyment. Hence, developing DGBL with affective features should be pursued.

Originality/value

By taking into consideration both pedagogical and gameplay characteristics of DGBL to explain students’ acceptance of IL games, this study integrates and extends previous studies in the context of IL games. Additionally, instead of using perceived enjoyment as a single dimensional construct, this study adopted a multifaceted, more nuanced perspective on the perceived enjoyment of DGBL.

Details

Aslib Journal of Information Management, vol. 69 no. 1
Type: Research Article
ISSN: 2050-3806

Keywords

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Article

Dezhi Wu, Jingjun (David) Xu and Sue Abdinnour

The paper aims to investigate how a tablet's design features, namely, its navigation design and visual appearance, influence users' enjoyment, concentration and control…

Abstract

Purpose

The paper aims to investigate how a tablet's design features, namely, its navigation design and visual appearance, influence users' enjoyment, concentration and control, when using tablets for problem-solving, and thereafter how their core flow experiences impact their perceived performance and efficiency with problem-solving.

Design/methodology/approach

This study uses a field survey approach to engage 87 participants in a decision sciences class to use eTextbooks and a few other associated educational apps including CourseSmart app for e-notes and highlighting, sketchbook app and a calculator app in tablets to resolve class problems at a large US university.

Findings

This study finds that the tablet's interface design features (navigation and visual appearance) make users engrossed in their problem-solving processes with perceived enjoyment, concentration and control. This, in turn, impacts their perceived performance and efficiency. Moreover, visual appearance plays the most significant role in arousing users' affective emotions (i.e. enjoyment), while interface navigation is crucial to engage users' deep concentration (i.e. cognition) and control for problem-solving.

Practical implications

Modern tablets are being used widely in various sectors. More in-depth user flow experience design associated with tablet use for problem-solving contexts should be further advocated in order to provide more engaging and meaningful flow experiences to users.

Originality/value

This study shows that the design of the tablet interface can engage users in problem-solving processes in both affective and cognitive ways. It provides valuable insights on tablet interface design for problem-solving.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

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Article

Siew Imm Ng, Jo Ann Ho, Xin Jean Lim, Kee Lin Chong and Khairunnisak Latiff

In this digitalization age, smart technologies are on the cusp of changing all business sector including retailing. Today’s consumers desire to shop in a smart store where…

Abstract

Purpose

In this digitalization age, smart technologies are on the cusp of changing all business sector including retailing. Today’s consumers desire to shop in a smart store where the physical products on display are connected to the internet world. This study aims to propose a model for investigating Generation Z (Gen-Z) consumers’ expectations towards the smart retail technology (SRT) in the Malaysian context through the application of the stimulus-organism-response framework.

Design/methodology/approach

By using a purposive sampling technique, a self-administered questionnaire was conducted. A total of 220 usable responses were collected from Gen-Z consumers who had experience in using SRT. The data were analysed using partial least square structural equation modelling (PLS-SEM).

Findings

This study underscores the role of perceived usefulness, perceived enjoyment and perceived value on Gen-Z consumers’ attitude and word-of-mouth (WOM). Expectations on usefulness, enjoyment and value provide some ideas on Gen-Z consumers’ value who put a high emphasis on functional value, fun value and value for money when adopting the SRT. On the other hand, the result also demonstrates the mediating role of consumers’ attitude in connecting perceived value and perceived enjoyment on WOM towards SRT.

Practical implications

The findings of this study provide beneficial insights for a retailer who desire to pursue a smart-related acquisition strategy. Retailers are recommended to embrace on the following three key features: innovative solution (high usefulness), reliable benefits (high perceived value) and fun experience (high enjoyment) to provide Gen-Z consumers with compelling experiences. Additionally, retailers are suggested to acknowledge the importance of managing consumers’ attitude in driving positive WOM evaluations.

Originality/value

This paper responds to Ting et al.’s (2018) call in uncovering values and lifestyles of generation in details. In Malaysia, retailers ought to incorporate of the high level of usefulness, value and enjoyment when designing their SRT to constitute the Gen-Z consumers’ expectations. Moreover, similar to Ting’s conclusion, this cohort members are very much into technologies and they tend to embrace SRT in their lifestyles.

Details

Young Consumers, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1747-3616

Keywords

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Article

Tanikan Pipitwanichakarn and Nittaya Wongtada

The purpose of this paper is to investigate the role of trust and perceived enjoyment in the technology acceptance model by distinguishing distinct stages of adoption…

Abstract

Purpose

The purpose of this paper is to investigate the role of trust and perceived enjoyment in the technology acceptance model by distinguishing distinct stages of adoption among street vendors (initial and advanced adoption stage).

Design/methodology/approach

Face-to-face interviews using a structured questionnaire were conducted with 430 street vendors in Bangkok; 415 usable surveys were analyzed. By applying K-means cluster analysis, two segments were found with 200 initial and 215 advanced adopters. A multi-group analysis was employed to investigate differences of relationships between the two groups.

Findings

The findings reveal significant similarities and dissimilarities between the two groups of vendors. Both initial and advanced adopters emphasize trust of service providers. The first group relies more on perceived ease of use and perceived enjoyment in motivating m-commerce adoption but depends less on perceived usefulness. On the contrary, for the latter group, the influence of perceived ease of use and perceived enjoyment significantly decreases, but the effect of perceived usefulness significantly increases.

Practical implications

This study sheds light on the managerial implications related to how service providers can tailor their marketing strategies to target vendors in disparate diffusion stages, and it encourages building trust between partners over time.

Originality/value

Due to the lack of theoretical and managerial understanding of factors that drive m-commerce adoption for micro businesses, this study identifies distinct adoption stages and offers valuable insights into the similarities and differences among initial and advanced adopters.

Details

Asia Pacific Journal of Marketing and Logistics, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1355-5855

Keywords

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