101 results on '"perceived playfulness"'
Search Results
2. Serious gaming: user acceptance of the simulated motorbike license training system.
- Author
-
Li, Wei-Ying, Lu, Tzu-Chuen, and Wei, Hui-Xun
- Subjects
LICENSE system ,TRAFFIC safety ,TECHNOLOGY Acceptance Model ,TRAFFIC accidents - Abstract
Motorbike accidents account for more than half of all road traffic accidents, and most involve novice drivers who have just hit the road. To promote the safe driving of motorbikes and reduce the occurrence of accidents, this study proposes a serious game that simulates a motorbike license training system. The game will simulate the scene and process of the official motorbike license test as a way of training novice drivers to obtain driving qualifications. This study uses the technology acceptance model as an evaluation method for the license training system and for researching the psychological reactions of system users. Research results show that most users have a positive experience with the license training system. However, results also show that the system's fun, usefulness, and user-friendliness affect users' willingness to use the system. With that in mind, the system can be improved in the future to raise the willingness of users to use the system to practice repeatedly. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
3. Factors influencing students' adoption intention of brain–computer interfaces in a game-learning context
- Author
-
Wang, Yu-Min, Wei, Chung-Lun, and Wang, Meng-Wei
- Published
- 2023
- Full Text
- View/download PDF
4. A Study on the Relationship Between Socialization of Blended Learning and Motivation Regulation Under Sustainable Development With Teacher Support as the Moderating Variable.
- Author
-
Huang, Lin and Lee, Meng-Hsiu
- Subjects
- *
SOCIALIZATION , *BLENDED learning , *SUSTAINABLE development , *COVID-19 pandemic , *DISEASE outbreaks - Abstract
Since the outbreak of the COVID-19 pandemic, social media are used frequently in the process of teaching and learning interaction, which not only endows learning with sociality, but also poses challenges to students' autonomous learning behavior. To identify the influencing factors of motivation regulation in blended learning environments, we need to pay more attention needs to the mechanisms and strategies that support students' long-term interests. The results revealed that social interaction and perceived playfulness are important factors affecting students' motivation regulation, and teachers' support of autonomy, emotion, and ability play a regulatory role. The results present internal and external driving forces of students' motivation regulation, which are useful for educators to understand the plasticity of motivation and the inequality of learning achievements of specific student groups. Therefore, teachers are required to play a more supportive role in the social learning environment based on game thinking and interactive design to enhance students' learning motivation. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
5. Factors Influencing Purchase Intention of Food Surplus through a Food-Sharing Platform.
- Author
-
Hua, Nan, Shannon, Randall, Haider, Murtaza, and Moschis, George P.
- Abstract
Food waste is a serious issue around the world. One way to address this issue is distributing food surpluses through food-sharing platforms. There are a limited number of empirical studies investigating the drivers of using food surplus-sharing platforms, particularly in developing countries. This paper investigates the impacts and connections between environmental concern, perceived playfulness, social norms, food waste awareness, price consciousness, food neophobia, and purchase intention of food surplus through a food-sharing platform in Thailand. A sample of 284 Yindii users was analyzed by using exploratory factor analysis and multiple regression. Empirical results revealed environmental concern and perceived playfulness to be the primary constructs influencing consumers' purchase intention toward food surplus. The results suggest that perceived playfulness is the most crucial determinant affecting purchase intention. Our results also indicated people who have obtained a higher education level and the low-income group show a higher purchase intention toward food surplus products. This research is the first attempt to study food surplus redistribution in Thailand. This study contributes to the literature and provides insights for practitioners with several implications. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
6. A study on how to improve users' perceived playfulness in and continuance intention with VR technology to paint in virtual natural landscapes
- Author
-
Jie Sun, Yanan Wang, Wei Miao, Wei Wei, Chun Yang, Jiangjie Chen, Fangfang Yang, Longfei Ren, and Chao Gu
- Subjects
Perceived playfulness ,Continuance intention ,Natural landscape ,Virtual reality ,COVID-19 pandemic ,Science (General) ,Q1-390 ,Social sciences (General) ,H1-99 - Abstract
COVID-19 has adversely affected public access to public green spaces. As a means of interacting with nature, parks and green spaces are an important aspect of residents' daily lives. In this study, the focus is on new digital solutions, such as the experience of painting in virtual natural settings through virtual reality technologies. This study examines factors that affect the user's perceived playfulness and continuance intention to paint in a virtual environment. A total of 732 valid samples were collected through a questionnaire survey, and a theoretical model was developed through structural equation model by analyzing attitude, perceived behavioral control, behavioral intention, continuance intention, and perceived playfulness. Results demonstrate that perceived novelty and perceived sustainability increase the positive attitude of users toward VR painting functions, whereas perceived interactivity and aesthetics have no impact on it within VR painting context. As users use VR painting, they are more concerned about time and money than equipment compatibility. This makes resource facilitating conditions a more influential factor for perceived behavior control than technology facilitating conditions.
- Published
- 2023
- Full Text
- View/download PDF
7. Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers' Behavioral Perspective.
- Author
-
Lin, Chih-Wei, Chien, Chun-Yu, Ou Yang, Chi-Pei, and Mao, Tso-Yen
- Abstract
Gamification, an innovative tool for interacting with consumers that can be seen as a new trend in marketing, could enhance customer behavior, such as greater loyalty. This paper investigates the relationship between gamification, attitude, and customer behavioral intention. Using the Starbucks branded app as the tool, this study aims to identify the influencing factors of the app from a gamification perspective (achievement, challenge, rewards) on customer engagement, perceived playfulness, attitude, and behavior. The Technology Acceptance Model and Mechanics Dynamics Emotions were employed, using perceived playfulness as an intrinsic motivation of the Technology Acceptance Model. The subjects of this study were 581 customers in Taiwan who have used the Starbucks branded app. The primary data were gathered to test the hypothesis and propose a model. The findings showed that game elements have a positive influence on customer engagement and perceived playfulness. Gamification positively enhances customer engagement on the Starbucks branded app and creates joyful emotion and sustainable consumption. Thus, the game element positively affects subsequent behaviors, such as attitude and behavioral intention. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
8. Supervising or assisting? The influence of virtual anchor driven by AI–human collaboration on customer engagement in live streaming e-commerce
- Author
-
Zhang, Yuexian, Wang, XueYing, and Zhao, Xin
- Published
- 2023
- Full Text
- View/download PDF
9. The effects of mini-detail short videos on consumer purchase intention on Taobao: A TAM2-based approach.
- Author
-
Feng, Yanying, Zhai, Mengfan, and Du, Yaolin
- Abstract
• Mini-detail short videos are conceptualized as multimedia effect, virtual experience and personalized recommendations. • This paper finds and sorts out the mechanism of the influence of mini-detail short videos on consumers purchase intention. • Perceived usefulness and perceived playfulness partially mediate mini-detail short videos and consumer purchase intention. This study takes mini-detail short videos on Taobao as the research object to explore whether perceived playfulness and perceived usefulness moderate the relationship between mini-detail short videos and purchase intention. Mini-detail short videos can be conceptualized as multimedia effects, virtual experiences, and product personalized recommendations. Therefore, the discussion of mini-detail short videos and consumer purchase intention is transformed into the discussion of multimedia effects, virtual experience, product personalized recommendation and consumer purchase intention. In this study, a research model based on TAM2 is proposed. A total of 168 valid questionnaires were collected using the questionnaire method. AMOS structural equation model23.0 and spss23.0 were used to analyze the reliability and validity of the questionnaire data. The results show that perceived playfulness and perceived usefulness partially mediate the relationship between multimedia effect, virtual experience, personalized product recommendation and consumers purchase intention. Obviously, multimedia effects, virtual experience and personalized product recommendations are the main factors that affect consumers shopping intentions. Notably, this study found that perceived playfulness was more important than perceived usefulness in influencing customers purchase intention. Based on these findings, the conclusions of this thesis will enable Tao bao merchants and platform managers to identify the mechanism of the impact of mini-detail short videos on consumer purchase intention. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
10. Predicting the Intention to Use Social Media Sites: A Hybrid SEM - Machine Learning Approach
- Author
-
Salloum, Said A., AlAhbabi, Nafla Mahdi Nasser, Habes, Mohammed, Aburayya, Ahmad, Akour, Iman, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Hassanien, Aboul-Ella, editor, Chang, Kuo-Chi, editor, and Mincong, Tang, editor
- Published
- 2021
- Full Text
- View/download PDF
11. A study on the effects of perceived playfulness and emotional support in interactive learning environments for German language acquisition—A role-playing library system case
- Author
-
Yunshuo Yang, Jiacheng Lin, Tong Chen, Shuyuan Lin, Jiangjie Chen, Wei Miao, Wei Wei, Hanchu Sun, Jie Sun, and Chao Gu
- Subjects
emotional support ,perceived playfulness ,flow experience ,learning interest ,continuous learning intention ,Psychology ,BF1-990 - Abstract
IntroductionThis study examines the emotional support offered by the non-player characters (NPCs) in an interactive learning environment, as well as the effects of the perceived playfulness of the interactive system on German language learning.MethodWe developed a role-playing library system to serve this purpose. 2,377 Chinese Internet users were surveyed using online questionnaire.ResultsA theoretical model of emotion- driven learning (ELM) was proposed based on the analysis results of valid recovered data. Additionally, NPCs were found to be effective in improving learning outcomes through emotional support.DiscussionAn interactive education system may be able to enhance the perceived playfulness of learning in order to enhance the learning experience.
- Published
- 2022
- Full Text
- View/download PDF
12. Visiting Intentions toward Theme Parks: Do Short Video Content and Tourists' Perceived Playfulness on TikTok Matter?
- Author
-
Wang, Xi, Yu, Yun, Zhu, Zhe, and Zheng, Jie
- Abstract
TikTok, along with other social media platforms, has emerged as one of the most important tools for many people, particularly millennials. Because the relationship between social media and customers' behavioral intentions has long been a topic of discussion in the hospitality industry, the purpose of this study was to look into the potential determinants of customers' visiting intentions toward Universal Studios Beijing on short video platforms such as TikTok. In addition, descriptive analysis was also conducted to show the demographic and other basic characteristics of the sample. The findings revealed that social interaction, informativeness, and trust had significant effects on perceived usefulness, as well as significant influences on the related visiting intentions from the perceived usefulness, ease of use, and playfulness. This study filled in the research gaps of the TikTok studies based on the extended technology acceptance model (TAM) and explored the effects of perceived playfulness on the theme park. This study can contribute to the formulation of operational and marketing strategies by theme park marketers, help internet vloggers with content creation and development, and provide suggestions to local governments for tourism destination management. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
13. Online Gamified Learning Platforms (OGLPs) for Participatory Learning
- Author
-
Ng, Kenneth Shiu-Pong, Lai, Ivan Ka-Wai, Ng, Kwan-Keung, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Cheung, Simon K. S., editor, Li, Richard, editor, Phusavat, Kongkiti, editor, Paoprasert, Naraphorn, editor, and Kwok, Lam‑For, editor
- Published
- 2020
- Full Text
- View/download PDF
14. Promoting Customers’ Augmented Reality Immersion in Restaurants.
- Author
-
Huang, Travis K., Kuan-Yu Lin, Yi-Ting Wang, and Chunta Chen
- Subjects
AUGMENTED reality ,RESTAURANT management ,CUSTOMER satisfaction ,EMPIRICAL research ,MOBILE app development ,INFORMATION resources management - Abstract
With the rapid growth of augmented reality (AR) applications, AR is set to influence companies and organizations in every industry. This study focuses on identifying how AR technology enhances memorable experiences through the lens of customer immersion. An AR 3D food ordering platform that included an AR food ordering app for customers and a restaurant management system for restaurants was implemented as part of the study, and the concept of AR immersion was further introduced. The investigation involved an empirical examination of the effects of perceived playfulness and personal innovativeness on three dimensions of AR immersion: engagement, engrossment, and total immersion. The results of an analysis of data collected from 343 restaurant customers who experienced using the AR food ordering app indicated that engagement and engrossment had direct effects on customer satisfaction, but total immersion did not. Perceived playfulness directly affected engagement, engrossment, and total immersion and indirectly affected customer satisfaction through its direct effects on engagement and engrossment. Similarly, personal innovativeness influenced customer satisfaction indirectly through its direct effects on engagement. In terms of the effects of AR immersion, engrossment should be the target, engagement is insufficient, and total immersion is unnecessary. A practical implication of our findings is that it is possible to increase customer satisfaction directly by increasing the levels of engagement and engrossment with an AR food ordering app. [ABSTRACT FROM AUTHOR]
- Published
- 2022
15. Evaluating Perceived Service Quality, Perceived Playfulness, and Gratification towards User’s Attitude of Mobile Instant Messaging Application
- Author
-
Prima Ayundyayasti and Arum Febriyanti Ciptaningtias
- Subjects
gratification model ,mobile instant messaging ,perceived playfulness ,perceived service quality ,Social Sciences - Abstract
The research aimed to understand the behavior and adoption of mobile instant messaging (MIM) usage. By applying perceived service quality towards perceived playfulness and gratification model, the research investigated the factors related to MIM usage. Two most popular MIM applications used in Semarang, Indonesia, namely WhatsApp and LINE were targeted. After testing and validating the reliability and validity, questionnaires were distributed to university students and employees in Semarang, Indonesia whom already used MIM applications. The measurement of the constructs in the proposed model was confirmed with confirmatory factor analysis (CFA) to test the consistency of question items within each construct. The outcomes of the questionnaire were tested through structural equation modeling (SEM) to test whether the proposed constructs are confirmed to the designated model. Path coefficient and fit indices of the proposed conceptual model were also used to measure the possible relations between variables. The results show positive influences of perceived service quality, perceived playfulness, and gratification towards user’s attitude.
- Published
- 2021
- Full Text
- View/download PDF
16. Online Gamified Learning Platforms (OGLPs) for Experiential Learning
- Author
-
Ng, Kenneth, Lai, Ivan Ka-Wai, Ng, Kwan-Keung, Lyu, Qi-Xuan, Barbosa, Simone Diniz Junqueira, Editorial Board Member, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Yuan, Junsong, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Cheung, Simon K. S., editor, Jiao, Jianli, editor, Lee, Lap-Kei, editor, Zhang, Xuebo, editor, Li, Kam Cheong, editor, and Zhan, Zehui, editor
- Published
- 2019
- Full Text
- View/download PDF
17. THE EFFECT OF SYSTEM QUALITY, INFORMATION QUALITY, AND PERCEIVED PLAYFULNESS ON THE USE OF TRANSPORTATION ONLINE APPLICATION
- Author
-
Marisse K. and Dewi R.H.
- Subjects
system quality ,information quality ,perceived playfulness ,intention to use ,Agriculture (General) ,S1-972 - Abstract
The study aimed to examine the effect of system quality, information quality and perceived playfulness on the use of online transportation applications. The most rapid development of information technology today is the use of smartphones. The inherent mobile apps and high frequency of use in today's society are online transport applications, such as Gojek, Grab, and Uber. The existence of several applications of online transport service providers make the user has several options and application providers trying to improve the quality of applications to attract users. This study collected questionnaire data with a total of 104 Indonesian respondents who using online transportation applications on their smart phones. The results of the analysis show that the perceived quality of the website (i.e. information and system quality) affects the perceived playfulness of the customer, and in turn, the satisfaction and intention to continue using it. The higher the quality level of the online transportation mobile application system, the more interested users will be to use it. Quality applications will increase the user's perceived playfulness, make users feel comfortable and have their own pleasure. Perceived playfulness will affect the intention to continue using the application.
- Published
- 2020
- Full Text
- View/download PDF
18. 移动短视频使用对旅游者行为意愿的影响研究.
- Author
-
刘慧悦 and 阎敏君
- Subjects
STREAMING video & television ,STRUCTURAL equation modeling ,TOURIST attractions ,TECHNOLOGY Acceptance Model ,CELL phones ,STRUCTURAL models ,TOURISM marketing ,LOCATION marketing - Abstract
Copyright of Tourism Tribune / Lvyou Xuekan is the property of Tourism Institute of Beijing Union University and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
- View/download PDF
19. Engaging consumers in mobile instant messaging: the role of cute branded emoticons
- Author
-
Lee, Crystal T. and Hsieh, Sara H.
- Published
- 2019
- Full Text
- View/download PDF
20. Perceived playfulness in same-sex friendships and happiness.
- Author
-
Demir, Melikşah
- Subjects
HAPPINESS ,SUBJECTIVE well-being (Psychology) ,RELATIONSHIP quality ,FRIENDSHIP ,ADOLESCENT friendships ,PERSONALITY - Abstract
The current investigation examined the association of perceived playfulness in same-sex best friendships with happiness. Study 1 (N = 1009) showed that playfulness was related to and accounted for unique variance in subjective well-being even when controlling for the Big Five dimensions of personality, relationship quality and conflict. Study 2 (N = 277) showed that personal sense of uniqueness mediated the association of playfulness with affect balance. The findings suggest that perceived playfulness is a reliable correlate of individual happiness, and directions for future are provided. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
21. EXAMINING THE SUCCESS FACTORS OF SMART WATCH: A BEHAVIORAL PERSPECTIVE ON CONSUMERS.
- Author
-
C. W., Lin, C. C., Yang, W Y., Sia ., and K. Y., Tang
- Subjects
SMARTWATCHES ,PLANNED behavior theory ,STRUCTURAL equation modeling ,CONFIRMATORY factor analysis ,SNOWBALL sampling - Abstract
Copyright of Polish Journal of Management Studies is the property of Czestochowa University of Technology, Faculty of Management and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2019
- Full Text
- View/download PDF
22. Moderating Effects of Task Type on Wireless Technology Acceptance.
- Author
-
XIAOWEN FANG, CHAN, SUSY, BRZEZINSKI, JACEK, and SHUANG XU
- Subjects
INFORMATION technology ,WIRELESS communications ,MOBILE commerce ,INNOVATION adoption ,GAMES ,TECHNOLOGY - Abstract
The technology acceptance model (TAM) is one of the most widely used models of information technology (IT) adoption. According to TAM, IT adoption is influenced by two perceptions: usefulness and ease of use. In this study, we extend TAM to the mobile commerce context. We categorize the tasks performed on wireless handheld devices into three categories: (1) general tasks that do not involve transactions and gaming, (2) gaming tasks, and (3) transactional tasks. We propose a unified conceptual model for wireless technology adoption. In this model, task type moderates the effects of four possible determinants: perceived usefulness, perceived ease of use, perceived playfulness, and perceived security. We postulate that, under the mobile context, user intention to perform general tasks that do not involve transactions and gaming is influenced by perceived usefulness and perceived ease of use, user intention to play games is affected by perceived playfulness, and user intention to transact is influenced by perceived usefulness and perceived security. A survey was conducted to collect data about user perception of 12 tasks that could be performed on wireless handheld devices and user intention to use wireless technology. Multiple regression analyses supported the proposed research model. [ABSTRACT FROM AUTHOR]
- Published
- 2005
- Full Text
- View/download PDF
23. The influence of trust and perceived playfulness on the relationship commitment of hospitality online social network-moderating effects of gender
- Author
-
Li, Chi-Hua and Chang, Chun-Ming
- Published
- 2016
- Full Text
- View/download PDF
24. OTT서비스 이용자의 지속사용의도 영향 요인에 관한 연구: 기술수용모델의 확장을 중심으로.
- Author
-
이민규, 김원제, and 송민호
- Subjects
TECHNOLOGY Acceptance Model ,STATISTICAL correlation ,INTENTION - Abstract
This study verified the factors influencing continuous intention to use of OTT service users through technology acceptance model and extension. For this purpose, the main results were derived through correlation analysis and path analysis using SPSS 21.0 program and AMOS 21.0 program. The summary is as follows. First, perceived ease of use was found to have a statistically significant positive effect on perceived usefulness. Second, perceived ease of use did not have a statistically significant effect on continuous intention to use. Third, the perceived usefulness has a statistically significant positive effect on continuous intention to use. Fourth, perceived innovativeness has a statistically significant positive effect on perceived ease of use. Fifth, perceived innovativeness has a statistically significant positive effect on continuous intention to use. Sixth, perceived playfulness has a statistically significant positive effect on continuous intention to use. The above results will be meaningful in that it has revealed a path to understand the extension of the technology acceptance model of OTT services and acceptance of OTT services. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
25. Learners' Experience Towards e-Assessment Tools: A Comparative Study on Virtual Reality and Moodle Quiz.
- Author
-
Al-Azawei, Ahmed, Baiee, Wadhah R., and Mohammed, Mustafa A.
- Subjects
COMPARATIVE studies ,VIRTUAL reality equipment ,VIRTUAL reality ,EXPERIENCE - Abstract
Although the integration of virtual world in teaching and learning has been investigated, there is a scarcity of research considering its influence on assessing learners' understanding and comparing it with traditional e-assessment tools such as that in Moodle quiz. In this research, a virtual reality (VR) game-based e-assessment application was designed first. Subsequently, the study aims at (1) understanding whether the type of e-assessment method can affect students' performance, and (2) investigating the difference in learners' perceptions based on the type of e-assessment technology. A combination of quasi-pre-test and post-test experimental and survey research design methods were adopted. Overall, 32 undergraduate students were assigned to either control (N=17) or experimental (N=15) group. The key findings are (1) no statistical differences in students' performance were found for both groups, and (2) significant differences between learners who completed the VR game-based e-assessment and those on the control group were found on perceived playfulness and ease of use. The conclusion drawn from the research outcomes is that a VR game-based e-assessment application is a successful approach to enhance learners' engagement in evaluation sessions, although students may face a lack of experience in its use. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
26. The playfulness of Facebook – Shaped by underlying psychological drivers and gender differences.
- Author
-
Rodríguez-Ardura, Inma and Meseguer-Artola, Antoni
- Subjects
GENDER differences (Psychology) ,PARTIAL least squares regression ,REGRESSION analysis ,LEAST squares ,SOCIAL media - Abstract
Highlights • We design and test a model of the formation of playfulness on Facebook. • Transportation into Facebook stories has a significant effect on playfulness. • Transportation is triggered by mental imagery and focused attention. • Gender moderates the impact of mental imagery on transportation. Abstract Despite perceived playfulness being at the core of Facebookers' experiences, research has yet to address this psychological phenomenon and its underlying drivers. Drawing theoretical insights from transportation theory, imagery literature, the arousal-as-information approach, and accounts of information processing and gender, this paper aims to fill the gap and examine the impact of imagery and arousal on perceived playfulness, and the moderating effect of gender. We develop a psychological model of playfulness formation and we test it empirically with a sample of 416 active users of Facebook. We validate the survey instrument and use a partial least squares (PLS) approach to examine the direct, mediating and moderating effects on perceived playfulness. The results provide support for the proposed model, which relates imagery to perceived playfulness, directly and through the path of transportation; considers the distinct roles of imagery elaboration and imagery representations; and includes the moderating influence of arousal. In addition, the results report that gender has a moderating effect on playfulness formation. The findings offer implications for marketing practitioners and information systems (IS) specialists alike. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
27. Why Consumers Use Mobile Commerce?
- Author
-
Sang-Lin Han, T. P. Thao Nguyen, and V. Anh Nguyen
- Subjects
mobile commerce ,personal innovativeness ,tam ,perceived usefulness ,perceived playfulness ,Business ,HF5001-6182 - Abstract
Development of information and communication technology is changing commerce environment and consumer purchasing behavior has also been changed. Globalization is becoming increasingly prevalent in the world today and many factors such as culture, politics, and economics may influence the applicability of management theories. Concurrently, corporate managers are faced with the challenge of offering usable and useful applications to the local users. Besides, many scholars strongly support that the criteria for M-Commerce adoption in developing countries are different from that of developed countries, due to cultural, security, social, political, economic, and technological aspects. This research tried to investigate the differences on the adoption of mobile commerce between developed and developing countries. In this study, the motivation for studying advanced mobile phone services adoption in the South Korea and Viet Nam is presented. Second, M-Commerce adoption model is introduced as a starting point for the research model. We then integrate price, personal innovativeness, quality dimension and perceived of playfulness into our model. Next, we describe our method and report the results of our analysis. The paper concludes with a discussion of the results from both the South Korea and Viet Nam with implications.
- Published
- 2016
- Full Text
- View/download PDF
28. Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective
- Author
-
Chih-Wei Lin, Chun-Yu Chien, Chi-Pei Ou Yang, and Tso-Yen Mao
- Subjects
Renewable Energy, Sustainability and the Environment ,Geography, Planning and Development ,Building and Construction ,Management, Monitoring, Policy and Law ,game element ,customer engagement ,perceived playfulness ,attitude ,behavioral intention - Abstract
Gamification, an innovative tool for interacting with consumers that can be seen as a new trend in marketing, could enhance customer behavior, such as greater loyalty. This paper investigates the relationship between gamification, attitude, and customer behavioral intention. Using the Starbucks branded app as the tool, this study aims to identify the influencing factors of the app from a gamification perspective (achievement, challenge, rewards) on customer engagement, perceived playfulness, attitude, and behavior. The Technology Acceptance Model and Mechanics Dynamics Emotions were employed, using perceived playfulness as an intrinsic motivation of the Technology Acceptance Model. The subjects of this study were 581 customers in Taiwan who have used the Starbucks branded app. The primary data were gathered to test the hypothesis and propose a model. The findings showed that game elements have a positive influence on customer engagement and perceived playfulness. Gamification positively enhances customer engagement on the Starbucks branded app and creates joyful emotion and sustainable consumption. Thus, the game element positively affects subsequent behaviors, such as attitude and behavioral intention.
- Published
- 2022
- Full Text
- View/download PDF
29. The relationship between attitude toward using and customer satisfaction with mobile application services : An empirical study from the life insurance industry
- Author
-
Chen-Ying Lee, Chih-Hsuan Tsao, and Wan-Chuan Chang
- Published
- 2015
- Full Text
- View/download PDF
30. Using Behavior of Social Network Sites Based on Acceptance Model
- Author
-
Chiu, Ya-Kang, Huang, Chien-Wei, Yang, Yuhang, editor, Ma, Maode, editor, and Liu, Baoxiang, editor
- Published
- 2013
- Full Text
- View/download PDF
31. Visiting Intentions toward Theme Parks: Do Short Video Content and Tourists’ Perceived Playfulness on TikTok Matter?
- Author
-
Xi Wang, Yun Yu, Zhe Zhu, and Jie Zheng
- Subjects
Renewable Energy, Sustainability and the Environment ,Geography, Planning and Development ,Building and Construction ,theme park visiting intention ,perceived playfulness ,short video platform ,social media influence ,technology acceptance model (TAM) ,TikTok ,Management, Monitoring, Policy and Law - Abstract
TikTok, along with other social media platforms, has emerged as one of the most important tools for many people, particularly millennials. Because the relationship between social media and customers’ behavioral intentions has long been a topic of discussion in the hospitality industry, the purpose of this study was to look into the potential determinants of customers’ visiting intentions toward Universal Studios Beijing on short video platforms such as TikTok. In addition, descriptive analysis was also conducted to show the demographic and other basic characteristics of the sample. The findings revealed that social interaction, informativeness, and trust had significant effects on perceived usefulness, as well as significant influences on the related visiting intentions from the perceived usefulness, ease of use, and playfulness. This study filled in the research gaps of the TikTok studies based on the extended technology acceptance model (TAM) and explored the effects of perceived playfulness on the theme park. This study can contribute to the formulation of operational and marketing strategies by theme park marketers, help internet vloggers with content creation and development, and provide suggestions to local governments for tourism destination management.
- Published
- 2022
- Full Text
- View/download PDF
32. Using EEG Frontal Asymmetry to Predict IT User’s Perceptions Regarding Usefulness, Ease of Use and Playfulness.
- Author
-
Moridis, Christos N., Terzis, Vasileios, Economides, Anastasios A., Karlovasitou, Anna, and Karabatakis, Vasileios E.
- Subjects
- *
HUMAN-computer interaction , *INFORMATION storage & retrieval systems , *NEUROSCIENCES , *ELECTROENCEPHALOGRAPHY , *ULTRASONIC encephalography - Abstract
Information systems (IS) community is increasingly interested in employing neuroscience tools and methods in order to develop new theories concerning Human-computer interaction (HCI) and further understand IS acceptance models. The new field of NeuroIS has been introduced to address these issues. NeuroIS researchers have proposed encephalography (EEG), among other neuroscience instruments, as a valuable usability metric, when used effectively in appropriately designed experiments. Moreover, numerous researchers have suggested that EEG frontal asymmetry may serve as an important metric of user experience. Based on the aforementioned evidence, this study aims to integrate frontal asymmetry with Technology acceptance model (TAM). Particularly, we assumed that frontal asymmetry might predict users’ perceptions regarding Usefulness and Ease of Use. Furthermore, we hypothesized that frontal asymmetry might also affect (influence) users’ Perceived Playfulness. Specifically, 82 (43 females and 39 males) undergraduate students were chosen to use a Computer-Based Assessment (while being connected to the EEG) in the context of an introductory informatics course. Results confirmed our hypothesis as well as points of theory about Information technology (IT) acceptance variables. This is one of the first studies to suggest that frontal asymmetry could serve as a valuable tool for examining IT acceptance constructs and better understanding HCI. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
33. PREDICTING THE ADOPTION OF SOCIAL MEDIA: AN INTEGRATED MODEL AND EMPIRICAL STUDY ON FACEBOOK USAGE.
- Author
-
Al-Azawei, Ahmed
- Subjects
- *
SOCIAL media , *ONLINE social networks , *COMPUTER software , *EDUCATIONAL technology - Abstract
Aim/Purpose This study aims at (1) extending an existing theoretical framework to gain a deeper understanding of the technology acceptance process, notably of the Facebook social network in an unexplored Middle East context, (2) investigating the influence of social support theory on Facebook adoption outside the work context, (3) validating the effectiveness of the proposed research model for enhancing Facebook adoption, and (4) determining the effect of individual differences (gender, age, experience, and educational level) amongst Facebook users on the associated path between the proposed model constructs. Background Social networking sites (SNSs) are widely adopted to facilitate social interaction in the Web-based medium. As such, this present work contends that there is a gap in the existing literature, particularly in the Middle East context, as regards an empirical investigation of the relationship between the social, psychological, individual, and cognitive constructs potentially affecting users' intention to accept SNSs. The present research, therefore, attempts to address this deficit. The relevance of this work is also considered in light of the scarcity of empirical evidence and lack of detailed research on the effect of social support theory with regard to SNS adoption in a non-work context. Methodology A quantitative research approach was adopted for this study. The corresponding analysis was carried out based on structural equation modelling (SEM), more specifically, partial least squares (PLS), using SmartPLS software. Earlier research recommended the PLS approach for exploratory studies when extending an existing model or developing a new theory. PLS is also a superior method of complex causal modelling. Moreover, a multi-group analysis technique was adopted to investigate the moderating influence of individual differences. This method divides the dataset into two groups and then computes the cause and effect relationships between the research model variables for each set. The analysis of an in-person survey with a sample of Facebook users (N=369) subsequently suggested four significant predictors of continuous Facebook use. Contribution This study contributes to the body of knowledge relating to SNSs by providing empirical evidence of constructs that influence Facebook acceptance in the case of a developing country. It raises awareness of antecedents of Facebook acceptance at a time when SNSs are widely used in Arab nations and worldwide. It also contributes to previous literature on the effectiveness of the unified theory of acceptance and use of technology (UTAUT) in different cultural contexts. Another significant contribution of this study is that it has reported on the relevance of social support theory to Facebook adoption, with this theory demonstrating a significant and direct ability to predict Facebook acceptance. Finally, the present research identified the significant moderating effect of individual differences on the associated path between the proposed model constructs. This means that regardless of technological development, individual gaps still appeared to exist among users. Findings The findings suggested four significant predictors of continuous Facebook use, namely, (a) performance expectancy, (b) peer support, (c) family support, and (d) perceived playfulness. Furthermore, behavioral intention and facilitating conditions were found to be significant determinants of actual Facebook use, while individual differences were shown to moderate the path strength between several variables in the proposed research model. Recommendations for Practitioners The results of the present study make practical contributions to SNS organizations. For example, this research revealed that users do not adopt Facebook because of its usefulness alone; instead, users' acceptance is developed through a sequence of variables such as individual differences, psychological factors, and social and organizational beliefs. Accordingly, social media organizations should not consider only strategies that apply to just one context, but also to other contexts characterized by different beliefs, perceptions, and cultures. Moreover, the evidence provided here is that social support theory has a significant influence on SNSs acceptance. This suggests that social media organizations should provide services to support this concept. Furthermore, the significant positive effect of perceived playfulness on the intention to use SNSs implied that designers and organizations should pay further attention to the entertainment services provided by social networks. Recommendations for Researchers To validate the proposed conceptual framework, researchers from different countries and cultures are invited to apply the model. Moreover, a longitudinal research design could be implemented to gather data over a longer period, in order to investigate whether users have changed their attitudes, beliefs, perceptions, and intention by the end of the study period. Other constructs, such as individual experience, compatibility, and quality of working life could be included to improve the power of the proposed model. Impact on Society Middle Eastern Facebook users regard the network as an important tool for interacting with others. The increasing number of Facebook users renders it a tool of universal communication and enjoyment, as well as a marketing network. However, knowledge of the constructs affecting the application of SNSs is valuable for ensuring that such sites have the various functions required to suit different types of user. Future Research It is hoped that our future research will build on the results of this work and attempt to provide further explanation of why users accept SNSs. In this future research, the proposed research model could be adopted to explore SNSs acceptance in other developing countries. Researchers might also include other factors of potential influence on SNSs acceptance. The constructs influencing acceptance of other social networks could then be compared to the present research findings and thus, the differences and similarities would be highlighted. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
34. The Effects of Mobile Service Quality and Technology Compatibility on Users’ Perceived Playfulness
- Author
-
Tan, Felix B., Chou, Jacky P. C., Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, and Jacko, Julie A., editor
- Published
- 2007
- Full Text
- View/download PDF
35. Extending the Technology Acceptance Model (TAM) to Explore Customer’s Behavioral Intention to Use Self-Service Technologies (SSTs) in Chinese Budget Hotels
- Author
-
Jeong Gil Choi, Jellna Chung, and Ke Yang
- Subjects
Perceived playfulness ,Chinese budget hotel ,Intention to use ,Perceived risk ,SSTs ,Risk perception ,TAM ,ddc:650 ,Self-service ,Technology acceptance model ,Business ,Business and International Management ,Marketing ,Finance - Abstract
Purpose: With the development and increasing adoption of the Internet in the early 21st century, SSTs (Self-Service Technologies) rapidly permeated all aspects of life. Many service providers in China are adopting a wide range of SSTs. This is mainly because they think SSTs improve customer service, increase productivity, and reduce costs. Problem is how potential customers perceive the SSTs and behave. Design/methodology/approach: This study hypotheses that the original TAM and extended TAM would not apply to customers using SSTs in Chinese budget hotels. All the relationships among variables on these models were tested by using a Structural Equation Model (SEM). Findings: Results proved that all of the relationships on the original TAM do apply to customers using SSTs in Chinese budget hotels. However, the extended TAM does not fit into this particular market. Research limitations/implications: This study examined the TAM with perceived risk and perceived playfulness to determine the factors influencing customers' behavioral intention to use SSTs in budget hotels. This approach is likely to ensure a stable theory development. Hence, the proposed model makes an important contribution to the emerging literature on SSTs. Moreover, this study originally hypothesized perceived risk affected on customers' satisfaction and behavioral intention to use SSTs in Chinese budget hotels. But it is rejected. Originality/value: This study offers empirical evidence and makes contribution to future research related to further developing an understanding of the relationship between perceived risk and SSTs adoption.
- Published
- 2021
36. A motivational model of blog usage
- Author
-
Liao, Chechen, To, Pui-Lai, and Liu, Chuang-Chun
- Published
- 2013
- Full Text
- View/download PDF
37. THE EFFECT OF SYSTEM QUALITY, INFORMATION QUALITY, AND PERCEIVED PLAYFULNESS ON THE USE OF TRANSPORTATION ONLINE APPLICATION
- Author
-
R.H. Dewi and K. Marisse
- Subjects
perceived playfulness ,Knowledge management ,System quality ,business.industry ,system quality ,intention to use ,Information quality ,information quality ,General Medicine ,lcsh:Agriculture (General) ,business ,Psychology ,lcsh:S1-972 - Abstract
The study aimed to examine the effect of system quality, information quality and perceived playfulness on the use of online transportation applications. The most rapid development of information technology today is the use of smartphones. The inherent mobile apps and high frequency of use in today's society are online transport applications, such as Gojek, Grab, and Uber. The existence of several applications of online transport service providers make the user has several options and application providers trying to improve the quality of applications to attract users. This study collected questionnaire data with a total of 104 Indonesian respondents who using online transportation applications on their smart phones. The results of the analysis show that the perceived quality of the website (i.e. information and system quality) affects the perceived playfulness of the customer, and in turn, the satisfaction and intention to continue using it. The higher the quality level of the online transportation mobile application system, the more interested users will be to use it. Quality applications will increase the user's perceived playfulness, make users feel comfortable and have their own pleasure. Perceived playfulness will affect the intention to continue using the application.
- Published
- 2020
38. Consumer adoption of online collaborative customer co‐design
- Author
-
Son, Jihyeong, Sadachar, Amrut, Manchiraju, Srikant, Fiore, Ann Marie, Niehm, Linda S., Dr. Dix, Steve, and Dr. Ferguson, Graham
- Published
- 2012
- Full Text
- View/download PDF
39. The adoption of mobile value‐added services : Investigating the influence of IS quality and perceived playfulness
- Author
-
Wang, Kai and Lin, Chien‐Liang
- Published
- 2012
- Full Text
- View/download PDF
40. Continued use of an interactive computer game-based visual perception learning system in children with developmental delay.
- Author
-
Lin, Hsien-Cheng, Chiu, Yu-Hsien, Chen, Yenming J., Wuang, Yee-Pay, Chen, Chiu-Ping, Wang, Chih-Chung, Huang, Chien-Ling, Wu, Tang-Meng, and Ho, Wen-Hsien
- Subjects
- *
VIDEO games , *SPECIAL education , *LEARNING , *MEDICAL centers , *STRUCTURAL equation modeling , *DEVELOPMENTAL disabilities , *MATHEMATICAL models , *SATISFACTION , *VISUAL perception , *THEORY - Abstract
This study developed an interactive computer game-based visual perception learning system for special education children with developmental delay. To investigate whether perceived interactivity affects continued use of the system, this study developed a theoretical model of the process in which learners decide whether to continue using an interactive computer game-based visual perception learning system. The technology acceptance model, which considers perceived ease of use, perceived usefulness, and perceived playfulness, was extended by integrating perceived interaction (i.e., learner-instructor interaction and learner-system interaction) and then analyzing the effects of these perceptions on satisfaction and continued use. Data were collected from 150 participants (rehabilitation therapists, medical paraprofessionals, and parents of children with developmental delay) recruited from a single medical center in Taiwan. Structural equation modeling and partial-least-squares techniques were used to evaluate relationships within the model. The modeling results indicated that both perceived ease of use and perceived usefulness were positively associated with both learner-instructor interaction and learner-system interaction. However, perceived playfulness only had a positive association with learner-system interaction and not with learner-instructor interaction. Moreover, satisfaction was positively affected by perceived ease of use, perceived usefulness, and perceived playfulness. Thus, satisfaction positively affects continued use of the system. The data obtained by this study can be applied by researchers, designers of computer game-based learning systems, special education workers, and medical professionals. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
41. FACTORS DRIVING DIGITAL MUSIC PURCHASES.
- Author
-
CHECHEN LIAO, YI-JEN HUANG, PUI-LAI TO, and YU-TING LU
- Subjects
- *
DIGITAL audio , *THEORY of reasoned action , *ELECTRONIC commerce , *CONSUMER behavior , *CONSUMER preferences - Abstract
The ongoing development of the digital music ecosystem has fostered a proliferation of products. In this study our aim was to address the digital aspects of physical music products. We analyzed data collected via a survey, using a research model based on an enhanced version of the theory of reasoned action, into which we integrated the following: intangibility attributes of perceived risk, accessibility, and predicted risk; price, range, and trialability as attributes that define the types of digital product; and the entertainment attributes of anticipation of customers' needs and perceived playfulness. Results indicated that consumers' attitude and intention were influenced mainly by product range and, simultaneously, that their decision to buy digital music was influenced by attitude and subjective norms. The results suggest that as trialability had a nonsignificant impact on consumer intention and attitude, consumers' perceived risk may be lowered by reducing the cost of digital music. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
42. Playfulness in mobile instant messaging: Examining the influence of emoticons and text messaging on social interaction.
- Author
-
Hsieh, Sara H. and Tseng, Timmy H.
- Subjects
- *
INTERPERSONAL relations , *PLAY , *CELL phones , *INSTANT messaging - Abstract
Mobile instant messaging is the communication technology revolution that is changing the way people communicate. The adoption rate is surging and the massive growth is experienced worldwide. Prior studies on instant messaging have been primarily concerned with its task-relevant or functional aspects, while less attention is paid to social interaction aspects. Drawing from media richness theory, present research highlights that social interaction factors can be facilitated by an enriched communication channel to create closer interpersonal social relationships. Specifically, the findings illustrate that the combined effect of text messaging and emoticon use increases information richness, which leads to perceived playfulness in mobile instant messaging. In addition, the perceived playfulness fostered in the instant messaging process plays a driving role in facilitating social connectedness, identity expressiveness between users and advocacy of mobile instant messaging usage. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
43. User acceptance of hedonic versus utilitarian social networking web sites
- Author
-
Pillai, Anandan and Mukherjee, Jaydeep
- Published
- 2011
- Full Text
- View/download PDF
44. Drivers of technology adoption during the COVID-19 pandemic: The motivational role of psychological needs and emotions for pre-service teachers
- Author
-
Ferhan Şahin, Yusuf Levent Şahin, and Belirlenecek
- Subjects
Behavioral Intentions ,Experience ,Motivation ,Sociology and Political Science ,Social Psychology ,Information-Technology ,Self-Determination Theory ,Emotions ,User Acceptance ,Education ,Perceived Playfulness ,Psychological needs ,Acceptance Model ,Extension ,Attitudes ,Developmental and Educational Psychology ,Use Ict ,Pre-service teachers - Abstract
The vital role of motivation becomes even more evident when considering the digital transformation of learning and teaching environments, especially with the effect of the pandemic. Basic psychological needs and emotions, which have not been comprehensively examined together despite their important roles in motivating, draw attention. Accordingly, this study aims to reveal the psychological, emotional, and individual variables that influence the pre-service teachers' intention to use technology, and to evaluate and validate the predictive power of a proposed model. The technology acceptance model formed the basis of the proposed model, and the model was extended with the self-determination theory (competence, autonomy, relatedness) and a framework of emotions (enjoyment, playfulness, anxiety, frustration). Data were collected online from 591 pre-service teachers studying in 10 different departments of a state university. In data analysis PLS-SEM, PLSpredict and multi-group analysis were performed. The results revealed that the model explains 79.8% of the intention and that the predictive power of the model is high. The relationship between competence and perceived ease of use represents the strongest relationship in the model, and the most influential construct on intention is enjoyment. These findings suggest that both intrinsic and extrinsic motivation play a major role in technology acceptance, especially during the pandemic. In addition, innovativeness, which is related to technology use and motivation, had various moderator effects on the relationships. Findings indicate that the model, which offers a motivational approach based on basic psychological needs and emotions, provides rare information and has high relevance for the field.
- Published
- 2022
45. A study on how to improve users' perceived playfulness in and continuance intention with VR technology to paint in virtual natural landscapes.
- Author
-
Sun J, Wang Y, Miao W, Wei W, Yang C, Chen J, Yang F, Ren L, and Gu C
- Abstract
COVID-19 has adversely affected public access to public green spaces. As a means of interacting with nature, parks and green spaces are an important aspect of residents' daily lives. In this study, the focus is on new digital solutions, such as the experience of painting in virtual natural settings through virtual reality technologies. This study examines factors that affect the user's perceived playfulness and continuance intention to paint in a virtual environment. A total of 732 valid samples were collected through a questionnaire survey, and a theoretical model was developed through structural equation model by analyzing attitude, perceived behavioral control, behavioral intention, continuance intention, and perceived playfulness. Results demonstrate that perceived novelty and perceived sustainability increase the positive attitude of users toward VR painting functions, whereas perceived interactivity and aesthetics have no impact on it within VR painting context. As users use VR painting, they are more concerned about time and money than equipment compatibility. This makes resource facilitating conditions a more influential factor for perceived behavior control than technology facilitating conditions., Competing Interests: The authors whose names are listed immediately below certify that they have NO affiliations with or involvement in any organization or entity with any financial interest (such as honoraria; educational grants; participation in speakers bureaus; membership, employment, consultancies, stock ownership, or other equity interest; and expert testimony or patent-licensing arrangements), or non-fnancial interest (such as personal or professional relationships, affiliations, knowledge or beliefs) in the subject matter or materials discussed in this manuscript., (© 2023 The Authors.)
- Published
- 2023
- Full Text
- View/download PDF
46. User Acceptance on Mobile Apps as an Effective Medium to Learn Kadazandusun Language.
- Author
-
Pindeh, Naincie, Suki, Norbayah Mohd, and Suki, Norazah Mohd
- Abstract
The popularity of mobile applications (mobile apps) is undeniable where it allows people to perform several tasks through the use of smartphones, tablets or corresponding devices. Regardless of the great benefits in terms of innovation, the fast and nonstop growth of the mobile market has caused in some division of the platforms that support mobile device as an ideal platform for language learning applications for dominant languages such as English, Spanish and French in a fun and interactive devices. However, studies have yet to be conducted on the use of mobile technology in learning Kadazandusun language. Indeed, no empirical evidence of user acceptance on mobile apps as an effective medium to learn Kadazandusun language and demand a new study on how mobile technology such as mobile apps can help in preserving the language. Therefore, this conceptual paper discusses the user acceptance of the potentiality of mobile apps as an effective medium to learn Kadazandusun language, guided by the Technology Acceptance Model (TAM). It is proposed that the users’ acceptance of using mobile apps in learning Kadazandusun language is influenced with their perceived usefulness of the mobile apps and their perceived ease of mobile apps use, which in turn influence their attitude towards mobile app usage and behavioral intention to use. Additional variables to the model includes content richness, user satisfaction, and perceived playfulness. Direction for future research is also presented. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
47. Effects of Tour Guide Interpretation and Tourist Satisfaction on Destination Loyalty in Taiwan’s Kinmen Battlefield Tourism: Perceived Playfulness and Perceived Flow as Moderators.
- Author
-
Kuo, Nien-Te, Chang, Kuo-Chien, Cheng, Yi-Sung, and Lin, Jui-Chou
- Subjects
- *
TOUR guides (Persons) , *TOURISM personnel , *PLACE marketing , *TRAVEL promotions , *CITY promotion - Abstract
The purpose of this study was to evaluate the mediating role of tourist satisfaction and the moderating roles of perceived playfulness and perceived flow in the relationship between tour guide interpretation and destination loyalty for tourists visiting the Kinmen battlefields in Taiwan. This study provides both theoretical and managerial contributions; an appropriate conceptual research model was developed based on a relevant literature review, and this model has relevant applications to both tourism academia and the tourism industry. By introducing playfulness and flow into our research model, we provide tourism managers at the Kinmen battlefield with insights that might help them to improve the design of their travel products and services. Our analysis confirms that tour guide interpretation has an influence on tourist satisfaction, and that tourist satisfaction in turn influences destination loyalty. Destination loyalty is also indirectly influenced by tour guide interpretation through tourist satisfaction. Key findings include correlations between tour guide interpretation and tourist satisfaction as well as tourist satisfaction and destination loyalty, which are stronger for tourists who perceive a high degree of playfulness and flow in their tourism experience. [ABSTRACT FROM PUBLISHER]
- Published
- 2016
- Full Text
- View/download PDF
48. Learners’ Experience Towards E-Assessment Tools: A Comparative Study on Virtual Reality and Moodle Quiz
- Author
-
Mustafa A. Mohammed, Wadhah R. Baiee, and Ahmed Al-Azawei
- Subjects
Perceived playfulness ,lcsh:T58.5-58.64 ,business.industry ,Virtual world ,lcsh:Information technology ,media_common.quotation_subject ,Control (management) ,General Engineering ,Survey research ,Usability ,E-assessment ,Virtual reality ,Affect (psychology) ,Education ,Perception ,Moodle ,Mathematics education ,ComputingMilieux_COMPUTERSANDEDUCATION ,Psychology ,business ,lcsh:L ,media_common ,lcsh:Education - Abstract
Although the integration of virtual world in teaching and learning has been investigated, there is a scarcity of research considering its influence on assessing learners’ understanding and comparing it with traditional e-assessment tools such as that in Moodle quiz. In this research, a virtual reality (VR) game-based e-assessment application was proposed first. Subsequently, the study aims at (1) understanding whether the type of e-assessment method can affect students’ performance, and (2) investigating the difference in learners’ perceptions based on the type of e-assessment technology. A combination of quasi-pre-test and post-test experimental and survey research design methods were adopted. Overall, 32 undergraduate students were assigned to either control (N=17) or experimental (N=15) group. The key findings are (1) no statistical differences in students’ performance were found for both groups, and (2) significant differences between learners who completed the VR game-based e-assessment and those on the control group were found on perceived playfulness and ease of use. The conclusion drawn from the research outcomes is that a VR game-based e-assessment application is a successful approach to enhance learners’ engagement in evaluation sessions, although students may face a lack of experience in its use.
- Published
- 2019
49. The relationship between attitude toward using and customer satisfaction with mobile application services.
- Author
-
Lee, Chen-Ying, Tsao, Chih-Hsuan, and Chang, Wan-Chuan
- Subjects
MOBILE apps ,CUSTOMER satisfaction research ,MOBILE commerce ,LIFE insurance ,CUSTOMER relationship management - Abstract
Purpose – The methodology of mobile commerce as a significant application for both enterprises and customers are becoming crucial, but few studies discuss the usage attitude toward and customer satisfaction with mobile application (app) services in the life insurance industry. The purpose of this paper is to investigate the effects of attitude toward using life insurers’ mobile app services on customer satisfaction. Design/methodology/approach – The study is based on a questionnaire survey of 538 respondents in Taiwan. The data are analyzed through ANOVA, multiple regression, and path analysis. Findings – The results indicate that all variables significantly and positively affected usage attitude. Among them, compatibility had the most significant influence. In addition, consumers’ perceived usefulness and perceived ease of use positively affected customer satisfaction. Furthermore, the path analysis result demonstrates that usage attitude is the most significant factor for customer satisfaction, and the second-most important factor is the cognition of compatibility’s indirect effect on usage attitude. Originality/value – The paper extends our understanding of the insured’s usage attitude toward and satisfaction with life insurers’ app services by integrating the technology acceptance model and innovation diffusion theory. The results have practical implications for reinforcing customer relationship management and contribute to fulfilling the need for marketing evidence in life insurance. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
50. Overcoming invisible obstacles in organizational learning.
- Author
-
Huang, Rui-Ting
- Subjects
ORGANIZATIONAL learning ,ORGANIZATIONAL change ,MOBILE learning ,LEAST squares ,AUTODIDACTICISM - Abstract
Purpose – The purpose of this paper is to explore the key factors that could influence mobile learning outcome, and further explore the moderating effect of employee resistance to change (RTC) on mobile learning Design/methodology/approach – Partial least squares analysis was utilized to examine the data. Totally, 261 employees with mobile English learning experience participated in this study. Findings – The study findings have indicated that the perceived playfulness, flexibility advantages, and self-regulated learning (SRL) could have a positive impact on mobile learning satisfaction, which in turn could lead to better mobile learning continuance intention. In addition, it has been found that RTC could moderate the relationship between perceived flexibility advantages and mobile learning satisfaction, the link between SRL and mobile learning satisfaction, as well as the connection between mobile learning satisfaction and continuance intention. Originality/value – Although a considerable amount of literature has been published on mobile and organizational learning, relatively little work has probed into the moderating role of employee RTC on mobile learning in organizations. As mobile learning has gradually been regarded as a key learning channel, in order to minimize learning barriers, and further improve learning effectiveness and efficiency in organizations, it is critical that more work should be done on the moderating role of RTC in mobile learning. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.