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The Adoption of Mobile Games in China: An Empirical Study
School of Business Administration, Zhongnan University of Economics and Law, Wuhan, China; Department of Computer and Information Science, Norwegian University of Science and Technology, Norway.ORCID iD: 0000-0002-3722-6797
School of Business Administration, Zhongnan University of Economics and Law, Wuhan, China.
Department of Computer and Information Science, Norwegian University of Science and Technology, Norway.
2014 (English)In: Service Science and Knowledge Innovation: 15th IFIP WG 8.1 International Conference on Informatics and Semiotics in Organisations, ICISO 2014, Shanghai, China, May 23-24, 2014. Proceedings / [ed] Liu, Kecheng; Gulliver, Stephen R.; Li, Weizi; Yu, Changrui, Springer Berlin/Heidelberg, 2014, 368-377 p.Chapter in book (Refereed)
Abstract [en]

Mobile games have become very popular in recent years in China. This research aims to investigate the potential factors that influence users’ intention to play mobile games. Through the employment of structural equation modeling technology, a research model by extending technology acceptance model (TAM) with flow experience and social norms was proposed. This research model was empirically evaluated using survey data collected from 388 users about their perceptions of mobile games. Eleven research hypotheses were proposed in the study. Eight research hypotheses were positively significant supported, while three research hypotheses were rejected in this study. The result indicates that attitude and flow experience explain about 75% of uses’ intention to playing mobile games. It was found that social norms do not have direct effect on the intention to play a mobile game. But it affects the attitude directly. In addition, flow experience, perceived ease of use and perceived usefulness all have direct effects on users’ attitude toward playing a mobile game, and the effect from flow experience is quite strong. Flow experience plays an important role in the adoption of mobile games according to the analytical results of our study.

Place, publisher, year, edition, pages
Springer Berlin/Heidelberg, 2014. 368-377 p.
Series
IFIP Advances in Information and Communication Technology, ISSN 1868-4238 ; 426
Keyword [en]
Mobile game; TAM; Flow experience; Social norms
National Category
Information Systems
Research subject
Computer Science
Identifiers
URN: urn:nbn:se:oru:diva-53240DOI: 10.1007/978-3-642-55355-4_38ScopusID: 2-s2.0-84912091398ISBN: 978-3-642-55355-4 (print)ISBN: 978-3-642-55354-7 (print)OAI: oai:DiVA.org:oru-53240DiVA: diva2:1039444
Available from: 2016-10-24 Created: 2016-10-24 Last updated: 2016-10-27Bibliographically approved

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