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Exploring the Hype: Investigating Technology Acceptance Factors of Pokémon Go

机译:探索炒作:调查《PokémonGo》的技术接受因素

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We investigate the technology acceptance factors of the AR smart-phone game Pokémon Go with a PLS-SEM approach based on the UTAUT2 model by Venkatesh et al. [1]. Therefore, we conducted an online study in Germany with 683 users of the game. Many other studies rely on the users' imagination of the application's functionality or laboratory environments. In contrast, we asked a relatively large user base already interacting in the natural environment with the application. Not surprisingly, the strongest predictor of behavioral intention to play Pokémon Go is hedonic motivation, i.e. fun and pleasure due to playing the game. Additionally, we find medium-sized effects of effort expectancy on behavioral intention, and of habit on behavioral intention and use behavior. These results imply that AR applications - besides needing to be easily integrable in the users' daily life - should be designed in an intuitive and easily understandable way. We contribute to the understanding of the phenomenon of Pokémon Go by investigating established acceptance factors that potentially fostered the massive adoption of the game.
机译:我们使用基于Venkatesh等人的UTAUT2模型的PLS-SEM方法,研究了AR智能手机游戏PokémonGo的技术接受因素。 [1]。因此,我们在德国对683个游戏用户进行了在线研究。许多其他研究依赖于用户对应用程序功能或实验室环境的想象。相反,我们要求相对较大的用户群已经在自然环境中与应用程序进行了交互。毫不奇怪,玩神奇宝贝Go的行为意图的最强预测因子是享乐动机,即由于玩游戏而产生的乐趣和愉悦感。此外,我们发现预期工作量对行为意图,习惯对行为意图和使用行为的中等影响。这些结果表明,除了需要在用户的日常生活中轻松集成外,AR应用程序还应该以直观易懂的方式进行设计。我们通过调查可能促进游戏大量采用的既定接受因素,为对《PokémonGo》现象的理解做出了贡献。

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