Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model

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dc.contributor.authorPark, Eunilko
dc.contributor.authorBaek, Seo Inko
dc.contributor.authorOhm, Jay Youngko
dc.contributor.authorChang, Hyun Joonko
dc.date.accessioned2014-08-26T07:34:13Z-
dc.date.available2014-08-26T07:34:13Z-
dc.date.created2013-07-15-
dc.date.created2013-07-15-
dc.date.issued2014-02-
dc.identifier.citationTELEMATICS AND INFORMATICS, v.31, no.1, pp.3 - 15-
dc.identifier.issn0736-5853-
dc.identifier.urihttp://hdl.handle.net/10203/187024-
dc.description.abstractIn 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.languageEnglish-
dc.publisherELSEVIER SCIENCE BV-
dc.subjectEVOLUTION LTE SERVICES-
dc.subjectUSER ACCEPTANCE-
dc.subjectINFORMATION-TECHNOLOGY-
dc.subjectPLANNED BEHAVIOR-
dc.subjectPERCEIVED EASE-
dc.subjectSELF-EFFICACY-
dc.subjectFLOW THEORY-
dc.subjectMOTIVATION-
dc.subjectINTENTION-
dc.subjectBANKING-
dc.titleDeterminants of player acceptance of mobile social network games: An application of extended technology acceptance model-
dc.typeArticle-
dc.identifier.wosid000327001400002-
dc.identifier.scopusid2-s2.0-84886089357-
dc.type.rimsART-
dc.citation.volume31-
dc.citation.issue1-
dc.citation.beginningpage3-
dc.citation.endingpage15-
dc.citation.publicationnameTELEMATICS AND INFORMATICS-
dc.identifier.doi10.1016/j.tele.2013.07.001-
dc.embargo.liftdate9999-12-31-
dc.embargo.terms9999-12-31-
dc.contributor.localauthorOhm, Jay Young-
dc.type.journalArticleArticle-
dc.subject.keywordAuthorSocial network games-
dc.subject.keywordAuthorMobile social network games-
dc.subject.keywordAuthorPerceived mobility-
dc.subject.keywordAuthorPerceived control &amp-
dc.subject.keywordAuthorskill-
dc.subject.keywordAuthorUser behavior-
dc.subject.keywordPlusEVOLUTION LTE SERVICES-
dc.subject.keywordPlusUSER ACCEPTANCE-
dc.subject.keywordPlusINFORMATION-TECHNOLOGY-
dc.subject.keywordPlusFLOW THEORY-
dc.subject.keywordPlusPLANNED BEHAVIOR-
dc.subject.keywordPlusPERCEIVED EASE-
dc.subject.keywordPlusSELF-EFFICACY-
dc.subject.keywordPlusMOTIVATION-
dc.subject.keywordPlusINTENTION-
dc.subject.keywordPlusBANKING-
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