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Investigating the Mediating Role of Perceived Playfulness in the Acceptance of Hedonic Information Systems

机译:调查在接受蜂窝信息系统中感知乐趣的调解作用

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With the proliferation of hedonic information systems, understanding users' acceptance of hedonic information systems has become a new topic for practitioners and academics. While perceived playfulness or perceived enjoyment has been found to have a significant influence on the behavioral intention to use hedonic information systems, little research has been conducted to investigate empirically the antecedents of perceived playfulness and the mediating role that perceived playfulness has in user acceptance of hedonic information systems. Thus, the main purpose of this study is to explore the mediating role of perceived playfulness in the psychological process of user acceptance of hedonic online game systems. Based on previous literature, two individual difference variables (i.e., computer self-efficacy and computer anxiety) and three system characteristics variables (i.e., challenge, feedback, and speed) were proposed as potential antecedents of perceived playfulness in the context of massive multiplayer online games. The results indicate that perceived playfulness plays a partial mediating role in the relationship of system characteristics and individual differences to behavioral intention. Both challenge and computer self-efficacy were found to have a significant influence on behavioral intention via perceived playfulness, with computer self-efficacy also having a direct influence on behavioral intention. Computer anxiety, however, was only found to have a direct influence on behavioral intention. Also, neither feedback nor speed was found to have a significant effect on perceived playfulness. The results of this study provide several important implications for research and practices of hedonic information systems/online game design and promotion.
机译:随着诸着昭着信息系统的扩散,了解用户对蜂鸟信息系统的接受已成为从业者和学者的新主题。虽然已经发现感知的乐趣或感知享受对使用储息信息系统的行为意图产生重大影响,但已经进行了很少的研究来调查验证的嬉戏的前提,并在用户接受仇指发中感受到的戏剧性的调解作用信息系统。因此,本研究的主要目的是探讨感知幸福在用户接受蜂窝在线游戏系统的心理过程中的介导角色。基于以前的文献,提出了两个单独的差异变量(即计算机自我效能和计算机焦虑)和三个系统特征变量(即,挑战,反馈和速度)是在大规模多人在线上下文中感知乐趣的潜在前提游戏。结果表明,感知的幸福在系统特征的关系中发挥了部分调解作用和对行为意图的个人差异。发现挑战和计算机的自我效能都是对通过感知的嬉戏的行为意图产生重大影响,计算机自我效能也直接影响行为意图。然而,只发现计算机焦虑对行为意图有直接影响。此外,没有发现反馈和速度都没有对感知的嬉戏产生显着影响。本研究的结果为夏季信息系统/在线游戏设计和促销的研究和实践提供了几个重要意义。

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