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Conference Papers Year : 2014

The Adoption of Mobile Games in China: An Empirical Study

Abstract

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.
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hal-01350944 , version 1 (02-08-2016)

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Shang Gao, Zhe Zang, John Krogstie. The Adoption of Mobile Games in China: An Empirical Study. 15th International Conference on Informatics and Semiotics in Organisations (ICISO), May 2014, Shanghai, China. pp.368-377, ⟨10.1007/978-3-642-55355-4_38⟩. ⟨hal-01350944⟩
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