Do perceived use contexts influence usage behavior? An instrument development of perceived use context

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In this study, we advance current knowledge on IS usage behavior by introducing the concepts of time, location, social, and technological use in perceived use context. We develop an instrument to verify the effects of use context on intention-to-use game services. We find that contextual factors of perceived use context (i.e., perceived time use, perceived location use, perceived social use, and perceived technological use) influence users' behavioral beliefs (i.e., perceived usefulness and perceived ease of use), which leads to their subsequent attitude and behavioral intention toward using game services. Grounded in our findings, key implications for theory and practice are discussed.
Publisher
ELSEVIER
Issue Date
2019-11
Language
English
Article Type
Article
Citation

INFORMATION & MANAGEMENT, v.56, no.7

ISSN
0378-7206
DOI
10.1016/j.im.2019.02.010
URI
http://hdl.handle.net/10203/268032
Appears in Collection
MG-Journal Papers(저널논문)
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