DC Field | Value | Language |
---|---|---|
dc.contributor.author | Park, Eunil | ko |
dc.contributor.author | Baek, Seo In | ko |
dc.contributor.author | Ohm, Jay Young | ko |
dc.contributor.author | Chang, Hyun Joon | ko |
dc.date.accessioned | 2014-08-26T07:34:13Z | - |
dc.date.available | 2014-08-26T07:34:13Z | - |
dc.date.created | 2013-07-15 | - |
dc.date.created | 2013-07-15 | - |
dc.date.issued | 2014-02 | - |
dc.identifier.citation | TELEMATICS AND INFORMATICS, v.31, no.1, pp.3 - 15 | - |
dc.identifier.issn | 0736-5853 | - |
dc.identifier.uri | http://hdl.handle.net/10203/187024 | - |
dc.description.abstract | In recent years, mobile devices and social network games (SNGs) have gained wide popularity among the mainstream users. The present study aims to investigate the psychological elements that may contribute to user behaviors regarding mobile-social network games (M-SNGs). This study introduces an integrated model for M-SNGs. Statistical results from an online survey of players of M-SNGs indicate that the proposed research model effectively demonstrates and examines player acceptance of and attitudes toward M-SNGs. This research model is valid, and illustrates not only perceived enjoyment and usefulness as determinant variables of intention to use among players, but also perceived mobility together with perceived control and skill as motivational factors for players. The results also describe that satisfaction has a moderate role, which in turn has significant effects on multiple connections in the research model. Both theoretical and practical implications are provided based on the findings. (C) 2013 Elsevier Ltd. All rights reserved. | - |
dc.language | English | - |
dc.publisher | ELSEVIER SCIENCE BV | - |
dc.subject | EVOLUTION LTE SERVICES | - |
dc.subject | USER ACCEPTANCE | - |
dc.subject | INFORMATION-TECHNOLOGY | - |
dc.subject | PLANNED BEHAVIOR | - |
dc.subject | PERCEIVED EASE | - |
dc.subject | SELF-EFFICACY | - |
dc.subject | FLOW THEORY | - |
dc.subject | MOTIVATION | - |
dc.subject | INTENTION | - |
dc.subject | BANKING | - |
dc.title | Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model | - |
dc.type | Article | - |
dc.identifier.wosid | 000327001400002 | - |
dc.identifier.scopusid | 2-s2.0-84886089357 | - |
dc.type.rims | ART | - |
dc.citation.volume | 31 | - |
dc.citation.issue | 1 | - |
dc.citation.beginningpage | 3 | - |
dc.citation.endingpage | 15 | - |
dc.citation.publicationname | TELEMATICS AND INFORMATICS | - |
dc.identifier.doi | 10.1016/j.tele.2013.07.001 | - |
dc.embargo.liftdate | 9999-12-31 | - |
dc.embargo.terms | 9999-12-31 | - |
dc.contributor.localauthor | Ohm, Jay Young | - |
dc.type.journalArticle | Article | - |
dc.subject.keywordAuthor | Social network games | - |
dc.subject.keywordAuthor | Mobile social network games | - |
dc.subject.keywordAuthor | Perceived mobility | - |
dc.subject.keywordAuthor | Perceived control & | - |
dc.subject.keywordAuthor | skill | - |
dc.subject.keywordAuthor | User behavior | - |
dc.subject.keywordPlus | EVOLUTION LTE SERVICES | - |
dc.subject.keywordPlus | USER ACCEPTANCE | - |
dc.subject.keywordPlus | INFORMATION-TECHNOLOGY | - |
dc.subject.keywordPlus | FLOW THEORY | - |
dc.subject.keywordPlus | PLANNED BEHAVIOR | - |
dc.subject.keywordPlus | PERCEIVED EASE | - |
dc.subject.keywordPlus | SELF-EFFICACY | - |
dc.subject.keywordPlus | MOTIVATION | - |
dc.subject.keywordPlus | INTENTION | - |
dc.subject.keywordPlus | BANKING | - |
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