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Factors affecting mobile gaming adoption - A study of Chinese users and contexts

机译:影响手机游戏普及的因素-对中国用户和背景的研究

摘要

Objective of the StudyThe objective of the study was to discover the main factors affecting mobile gaming in the Chinese context. The theoretical base of the study was built on the Technology Acceptance Model (TAM) and its later revisions. Special attention was paid on recent TAM studies on mobile gaming in China or other East Asian areas. In addition, to bring the TAM theory closer to marketing applications, the study produced clusters from the respondent data in order to identify different consumer segments and divide the users into them.MethodologyThe data for the study was collected in the spring of 2011 through a quantitative online survey, which was distributed on a Finnish game company’s Chinese microblog sites and other relevant Chinese online channels. A total of 492 usable responses were obtained for further analysis. Four main analytical methods were used in the study: factor analysis, regression analysis, cluster analysis and cross-tabulation.Findings and ConclusionsThe study identified four key factors that affect mobile gaming adoption in China: Perceived Ease of Use, Perceived Enjoyment, Social Influence and Flow. Of these factors, perceived enjoyment had the largest effect on adoption, followed by social influence, flow and lastly, ease of use. The factors also seemed to interact with each other. For example, social influence has a strong effect on perceived enjoyment, and the link between perceived enjoyment and flow is also very strong. Marketing-wise, the cluster analysis identified five user or potential user segments. Their profiles were interpreted based on the clustering solutions and additional cross-tabulation with background variables age, gender, experience and use context.
机译:研究目的研究目的是发现影响中国背景下手机游戏的主要因素。该研究的理论基础建立在技术接受模型(TAM)及其后续修订版的基础上。 TAM最近对中国或其他东亚地区的移动游戏的研究给予了特别关注。此外,为了使TAM理论更接近营销应用,该研究从受访者数据中产生了聚类,以识别不同的消费者细分并将用户划分为他们。方法学该研究的数据于2011年春季通过定量收集在线调查,该调查已在芬兰游戏公司的中文微博网站和其他相关的中文在线渠道上发布。共有492个可用响应进行了进一步分析。研究使用了四种主要的分析方法:因素分析,回归分析,聚类分析和交叉列表。结果与结论研究确定了影响中国手机游戏采用的四个关键因素:感知易用性,感知享受,社会影响力和流。在这些因素中,感知的享受对采用的影响最大,其次是社会影响力,流量和最后的易用性。这些因素似乎也相互影响。例如,社会影响力对感知的享乐有很大的影响,感知的享乐与流动之间的联系也很牢固。从市场角度出发,集群分析确定了五个用户或潜在用户细分。他们的个人资料是根据聚类解决方案和带有背景变量年龄,性别,经验和使用环境的其他交叉表进行解释的。

著录项

  • 作者

    Pan Tianyi;

  • 作者单位
  • 年度 2011
  • 总页数
  • 原文格式 PDF
  • 正文语种 en
  • 中图分类

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