An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis

被引:24
|
作者
Chen, Hui [1 ,2 ]
Rong, Wenge [1 ,2 ]
Ma, Xiaoyang [3 ]
Qu, Yue [2 ]
Xiong, Zhang [1 ,2 ]
机构
[1] Beihang Univ, State Key Lab Software Dev Environm, Beijing 100191, Peoples R China
[2] Beihang Univ, Sch Comp Sci & Engn, Beijing 100191, Peoples R China
[3] Cornell Univ, Jacobs Inst, Cornell Tech, New York, NY 10021 USA
基金
中国国家自然科学基金;
关键词
PLAY ONLINE GAMES; USER ACCEPTANCE; INFORMATION-TECHNOLOGY; BEHAVIORAL INTENTION; COMPUTER GAMES; PEOPLE; TAM; EXTENSION; ALTRUISM; CONTINUE;
D O I
10.1155/2017/3906953
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
The games industry has been growing prosperously with the development of information technology. Recently, with further advances in social networks andmobile services, playing mobile social gaming has gradually changed our daily life in terms of social connection and leisure time spending. What are the determinant factors which affect users intention to play such games? Therefore in this research we present an empirical study on WeChat, China's most popular mobile social network, and apply a technology acceptance model (TAM) to study the reasons beneath the popularity of games in mobile social networks. Furthermore, factors from social and mobile perspective are incorporated into the conventional TAM and their influence and relationships are studied. Experimental study on accumulated online survey data reveals several interesting findings and it is believed that this research offers the researchers in the community further insight in analysing the current popularity and future potential of mobile social games.
引用
收藏
页数:12
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