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The effect of risk levels on technology adoption decision: the case of online games

机译:风险水平对技术采用决策的影响:在线游戏的情况

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Purpose Information technology is associated with psychological and physical risks such as high stress levels and antisocial behavior. The purpose of this paper is to understand why people engage in technology risk behavior, despite the negative consequences that might follow. Focusing on online games, this study identifies factors that affect individuals' intention to play online games and investigate whether the effects of these factors differ across different risk levels. Design/methodology/approach Experimental design was used as the research methodology. Subjects were randomly assigned to a single treatment with two conditions: high and low risk scenarios. A total of 597 responses were analyzed to test the research hypotheses. Findings The research findings reveal that subjective norms, curiosity and playfulness have a positive effect on the intention to play online games, while critical mass has no effect on the intention decisions. Further, among the three significant constructs, playfulness turned out to be the only factor that is affected by risk levels. Research limitations/implications This study extends prior literature on technology adoption by examining the effect of different risk levels on adoption intention decisions. It further extends prior literature on online games by identifying the factors that drive individuals to play games while accounting for the risks associated with playing these games. Practical implications The research study identifies factors that should be taken into consideration when promoting the adoption of technologies, including online games. Originality/value This study offers a new understanding of technology adoption decisions that takes into account the different levels of risk associated with technology use. It shows that an individual's curiosity and the pressure emanating from one's social network are powerful behavior drivers that persist regardless of the level of risk. Further, this research study is among the first to apply categorical least squares methodology combined with a procedure for a moderated structural equation model to test a structural equation model with categorical multiplicative terms in LISREL.
机译:目的信息技术与高压力水平和反社会行为等心理和身体风险有关。本文的目的是了解为什么人们从事技术风险行为的原因,尽管可能遵循的负面后果。专注于在线游戏,本研究确定了影响个人打算在线游戏的意图的因素,并调查这些因素的影响是否不同的风险水平。设计/方法/方法实验设计用作研究方法论。受试者随机分配给单个治疗,两个条件:高风险场景。分析了总共597次反应以测试研究假设。调查结果研究结果表明,主观规范,好奇心和嬉戏对玩在线游戏的意图具有积极影响,而关键质量对意图决定没有影响。此外,在三种重要的构建体中,戏剧性是受风险水平影响的唯一因素。研究限制/含义本研究通过检查不同风险水平对采用意图决策的影响,延长了技术采用的文献。它进一步通过识别驱动个人来玩游戏的因素来在线游戏上延长在线游戏的文献,同时考虑与玩这些游戏相关的风险。实际意义研究研究确定了在促进采用技术时应考虑的因素,包括在线游戏。本研究的原创性/值提供了对技术采用决策的新了解,考虑到与技术使用相关的不同风险。它表明,个人的好奇心和来自一个人的社交网络发出的压力是不管风险程度的强大行为驱动因素。此外,该研究研究是第一个应用分类最小二乘方法的方法,该方法与调节结构方程模型的过程相结合,以在莱斯格尔中使用分类乘法术语测试结构方程模型。

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