Factors influencing students' adoption intention of brain-computer interfaces in a game-learning context

被引:13
|
作者
Wang, Yu-Min [1 ]
Wei, Chung-Lun [1 ]
Wang, Meng-Wei [1 ]
机构
[1] Natl Chi Nan Univ, Dept Informat Management, Puli, Taiwan
关键词
Brain-computer interface game; Decomposed theory of planned behavior; Perceived playfulness; Perceived risk; Task-technology fit; Attitude; Subjective norms; Perceived behavioral control; Behavioral intention; TECHNOLOGY ACCEPTANCE MODEL; STRUCTURAL EQUATION MODELS; SELF-SERVICE TECHNOLOGIES; LEAST-SQUARES PLS; PLANNED BEHAVIOR; MOBILE PAYMENT; USER ACCEPTANCE; INTRINSIC MOTIVATION; MACHINE INTERFACE; CONSUMER ADOPTION;
D O I
10.1108/LHT-12-2021-0506
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
Purpose A research framework that explains adoption intention in students with regard to brain-computer interface (BCI) games in the learning context was proposed and empirically examined. Design/methodology/approach In this study, an approach integrating the decomposed theory of planned behavior, perceived playfulness, risk and the task-technology fit (TTF) concept was used to assess data collected using a post-experiment questionnaire from a student sample in Taiwan. The research model was tested using the partial least-squares structural equation modeling (PLS-SEM) technique. Findings Attitude, subjective norms and TTF were shown to impact intention to play the BCI game significantly, while perceived behavioral control did not show a significant impact. The influence of superiors and peers was found to positively predict subjective norms. With the exception of perceived ease of use, all of the proposed antecedents were found to impact attitude toward BCI games. Technology facilitating conditions and BCI technology characteristics were shown to positively determine perceived behavior control and TTF, respectively. However, the other proposed factors did not significantly influence the latter two dependents. Originality/value This research contributes to the nascent literature on BCI games in the context of learning by highlighting the influence of belief-related psychological factors on user acceptance of BCI games. Moreover, this study highlights the important, respective influences of perceived playfulness, risk and TTF on users' perceptions of a game, body monitoring and technology implementation, each of which is known to influence willingness to play.
引用
收藏
页码:1594 / 1620
页数:27
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