• Title/Summary/Keyword: perceived ease-of-use

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Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Factors Influencing the Continuance Intention in the e-Learning Services (이러닝 서비스의 지속사용의도에 영향을 미치는 요인)

  • Jung, Chul-Ho;Kim, Han-Gook;Ha, Im-Sook
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.1
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    • pp.65-72
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    • 2011
  • The major purpose of this study is to investigate the influencing factors toward continuance intention in e-learning services. For this purpose, we introduced Post Acceptance Model(PAM) proposed by Bhattacherjee(2001) as basic analysis framework. Based on the relevant literature reviews, this study posits seven characteristics, that is, contents quality, interactivity, expectation confirmation, perceived ease of use, perceived usefulness, user satisfaction, and continuance intention as key variables to describe the post acceptance behavior in e-learning services. Data have been collected from users who have used e-learning services and the research model and hypotheses were tested through covariance structural model analysis. The results of this study are summarized as follows. First, contents quality, interactivity, and expectation confirmation have positive influence upon perceived usefulness. Second, contents quality, interactivity, expectation confirmation, and perceived ease of use have positive influence upon user satisfaction. Lastly, perceived usefulness have positive effect on the user satisfaction, and perceived usefulness and user satisfaction positively related to continuance intention in e-learning services. The findings have significant implications for e-learning service providers and academic researchers.

A Study on the Effect of Credit Card Usage on the Intention to Use Mobile Payment (신용카드 사용이 모바일 간편결제 이용의도에 미치는 영향에 관한 연구)

  • Lee, Eun-Mi;Goo, Jayoung James
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.149-161
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    • 2020
  • This paper aims to explore the question of whether the environment in Korea where credit card use is prevalent affects the intention to accept Fintech-based mobile payment. The institution that encourages the credit card use such as credit card receipt obligation may lead to the lock-in and build infrastructures to influence the acceptance of new payment acceptance. This paper investigates how the perceived of use, usefulness, accessibility and stability affect the intention to use mobile payment based on the Technology Acceptance Model(TAM) model with the mediator of lock-in and moderator of credit card receipt obligation. In the results, we found that the perceived usefulness, perceived ease of use and accessibility positively impact on the intention of mobile payment usages. It is also observed that the usefulness and accessibility of credit cards positively mediate to the intention of mobile payment use.

Factors Influencing the University Students' Satisfaction and Continuous use Intention on K-MOOC (대학생의 K-MOOC 만족도 및 지속이용의도에 영향을 미치는 요인 연구)

  • Jeon, Young-Mee;Cho, Jin-Suk
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.80-91
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    • 2019
  • This study investigated the factors affecting the satisfaction and the continuous behavior intention of university students on MOOC. Adopting a questionnaire, the study collected data from 177 students enrolled in K-MOOC classes as an extracurriculum in the university in metropolitan area. Results indicated the following. First, the university students' satisfaction and continuous use intention on K-MOOC are higher during the semester than in vacation. Second, the perceived ease of use, usefulness, and task-technology fit influence the users'satisfaction on K-MOOC. Meanwhile, the perceived ease of use, task-technology, and user satisfaction likewise influence the users'continuous behavior intention. Hence, the study proposes that the subject matter on K-MOOC and the amount of educational content be made diversified, and the period of K-MOOC be made similar with that of the regular semester. The platform should also be stabilized, and the adequacy in mobile environment be improved. To further activate K-MOOC utilization in the university, the depth of contents and interaction between professors and students also need to be considered.

Instructor Factors and Media Richness Affecting Distance Learning Student's Intention to Use and Performance (교수자 요인과 매체풍부성이 원격교육 학습자의 이용의도와 학습성과에 미치는 영향)

  • Ryu In;Shin Seon-Jin
    • The Journal of Information Systems
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    • v.15 no.3
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    • pp.35-53
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    • 2006
  • Distance teaming systems have become popular tools for teaching and learning. The purpose of this study is to analyze influence of instructor factors and media richness on student's intention th use and performance in distance teaming. We used TAM as a theoretical foundation to explain student's behavior. The model was tested using LISREL analysis on the sample of 246 users rho have experience with the distance teaming systems. The results show that instructor factors such as luぉ style and attitude have partial effects on perceived usefulness, ease of use and media richness. In addition, results also show that both TAM variables and media richness strongly predict intention In use of the distance loaming system Finally, the usage intention has a positive effect on teaming performance. Implications of these findings are discussed for researchers and practitioners.

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The Acceptance Model of Telemedicine for Chronic Disease in Rural Community (지역기반 만성질환 원격진료서비스 수용모델)

  • Noh, Ghee-Young;Kwon, Myung-Soon;Jang, Han-Jin
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.287-296
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    • 2014
  • This study is to propose an acceptance model that explains the use of telemedicine effects for chronic disease. For this purpose, the effect factors and variables for Technology Acceptance Model (TAM) were investigated through a structural equation model by performing a sample survey for 210 senior patients who are under treatment with telemedicine in Kangwon area in 2013. The findings from the results are as follows: 1) perceived usefulness and perceived easy of use influence the intent to use telemedicine; 2) open-minded patients group is more positive to the easy of use and usefulness for the telemedicine; 3) it matches with the previous research that shows the trust in telemedicine system is affected by the experience for practical use of information; 4) it is known that the external control factors for health affect perceived usefulness positively. This study contributes to optimize the TAM by verifying the acceptance of telemedicine system in a rural community.

The Effects of Metaphors in the Interface of Smartphone Applications on Users' Intention to Use (사용자환경의 메타포가 스마트폰 애플리케이션 사용의도에 미치는 영향)

  • Jung, Wonjin;Hong, Suk-Ki
    • Asia pacific journal of information systems
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    • v.24 no.3
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    • pp.255-279
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    • 2014
  • It is not too much to say that smartphones have become an essential part of our lives due to their versatility. Nevertheless, they still have less overall capabilities than their desktop counterparts. Specifically, they have small screens and low resolutions, which make their applications difficult to have a usable interface. To account for these limitations, the interface of smartphone applications should be designed carefully and properly. Good interface design to any application is critical. However, a comprehensive information systems (IS) literature review found that there has been little research on the user interface design of smartphone applications. More specifically, there has been little empirical evidence and understanding about how metaphors, an imaginative way of describing objects and concepts, in the user interface of smartphone applications affect users' intention to use the applications. Thereby, the research goals of this study are to examine 1) the effects of the metaphors in the user interface of smartphone applications on the interaction between users and applications and 2) the effects of mediating variables including the interaction between users and applications, users' beliefs and attitudes, on users' intention to use the applications. A survey was conducted to collect data. University students and practitioners participated in the survey. A 24-item questionnaire was developed on a 5-point Likert-type scale. The measurement items were mostly adapted from the previous studies in the IS literature and modified to fit the context of this study. First, a principal component factor analysis was performed to explore the inter-relationships among a set of variables. The analysis showed that most of the items loaded quite strongly on the six components. The analysis also revealed the six components with eigenvalues exceeding 1, explaining a total of 70.7 per cent of the variance. The reliabilities of the items were also checked. Most Cronbach alpha values were above 0.8, so the scales were considered reliable. In sum, the results of the analysis support the decision to retain the six factors for further investigation. Next, the structural model was analyzed with AMOS structural equation modeling. The values of GFI, AGFI, NFI, TLI, CFI, and RMSEA were checked. The values showed that the research model considerably have a good fit in general. Next, the convergent and discriminant validities of all constructs were examined. The values for the standardized regression weights and critical ration (CR) indicated sufficient convergent validity for all constructs. In addition, the square root of the average variance extracted (AVE) of each construct was compared with its correlations with all other constructs. The results supported discriminant validity for all constructs. In sum, the results of analysis demonstrated adequate convergent and discriminant validities for all constructs. Finally, path coefficients between the variables were examined. Methphor was found to have an impact on interaction (${\beta}$ = .457, p = .000). There were also significant effects of the interaction on perceived usefulness (${\beta}$ = .273, p = .000) and ease of use (${\beta}$ = .405, p = .000). User attitude was significantly influenced by these two beliefs, perceived usefulness (${\beta}$ = .386, p = .000) and ease of use (${\beta}$ = .347, p = .000) respectively. Further, the results of analysis found that users' intention to use smartphone applications was significantly influenced by user attitude (${\beta}$ = .567, p = .000). Based upon the analyses, all hypotheses were supported. This study found that the metaphors used in the interface of smartphone applications affect not only the interaction between users and applications, but also users' intention to use the applications through the mediating variables, perceived usefulness and ease of use. These findings imply that if the metaphors used in the user interface of application are easy enough to understand for smartphone users, then the application can be perceived useful and easy to use, which in turn make users to have an intention to use the application. In conclusion, this study contributed not only to validate and extend Technology Acceptance Model (TAM) partially, but also to develop the construct of metaphor in smartphone settings. However, since a single empirical study cannot be enough to validate the findings, some limitations should be considered.

An Empirical Investigation on the Adoption of E-Commerce in Bangladesh

  • Hoque, Md. Rakibul;Ali, Mohammad Afshar;Mahfuz, Mohammad Abdullah
    • Asia pacific journal of information systems
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    • v.25 no.1
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    • pp.1-24
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    • 2015
  • Electronic Commerce or e-commerce implies such an industry where goods and services are bought and sold over electronic systems. This is rapidly growing sectors in Bangladesh which influence local and international trade. Government of Bangladesh has also initiated quite a good number of measures for the expansion of e-commerce. However, low adoption of e-commerce is not uncommon in Bangladesh. The objective of this study is to determine the factors that influence the adoption of e-commerce services in Bangladesh. Extended version of Technology Acceptance Model (TAM) is envisaged as the theoretical backbone of the study. Reliability analysis using Cronbach's Alpha test indicates that the research model is internally consistent. The study reveals that 35 percent of respondents became interested in e-commerce services from advertisement on Internet or other electronic media. The findings of the study shows that all the four constructs, namely-Computer Self Efficacy, Perceived Credibility, Perceived Usefulness and Perceived Ease of Use have significant effect on the adoption of e-commerce. The study has also demonstrated that Perceived Usefulness appeared as the most important factor in describing user's adoption of e-commerce.

Digital Coupon Gift-giving Model through Gift-Giving Motivation (선물동기에 따른 모바일 메신저 디지털 쿠폰 선물 증여 모형)

  • Jung, Jong-Duk;Yeo, Hyun-Jin
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.105-110
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    • 2015
  • Since a smart phone has been popular, 91% of the internet users are utilizing the technology in all places for chatting and messenger which overtake share of voice and visual call utilization. The phenomenon is remarkable to young generations between teenager and thirties, which leads to mobile messenger shopping such as mobile digital voucher and coupon buy. In this research, we clarify whether traditional gift-giving motivations works on digital coupon gift-giving, and two technology acceptance model factors: perceived usefulness and ease of use affects between motivations and intention to gift-giving. The result shows three traditional gift-giving motivations: experiential, obligated and practical attitude affects intention to digital mobile coupon gift-giving and ease of use of the digital mobile coupon works parameter of the relation rather than usefulness. In other words, gift-giving purpose digital coupon users give a gift with traditional gift-giving motivation but has the stronger intetnion to gift-giving by technology ease of use.

Factors Determining Adoption of Fintech Peer-to-Peer Lending Platform: An Empirical Study in Indonesia

  • SUNARDI, Rudy;HAMIDAH, Hamidah;BUCHDADI, Agung Dharmawan;PURWANA, Dedi
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.1
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    • pp.43-51
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    • 2022
  • Platform lending or online lending, sometimes called peer-to-peer (P2P) lending, arose due to the digital revolution to meet people's requirements for simple fund borrowing. It quickly became an alternative to other traditional lending techniques, for example, loans banks. Along with the growth of P2P lending, several academics have investigated how information technology is used in financial services, emphasizing extended application methods. This study proposes an enhanced technology acceptance model (TAM) that investigates how consumers embrace P2P lending platforms by using quality of service and perceived risk as drivers of trust, relative advantage and compatibility as drivers of perceived usefulness. For the purpose of this study, we created a questionnaire, distributed it to clients of P2P lending platforms and fintech services in general in cities in Java, Indonesia. We received 290 replies to our questionnaire. The data was analyzed to test the hypotheses using structural equation modeling (SEM). The findings show that consumers' trust, relative advantage, perceived usefulness, and perceived ease of use in P2P lending platforms substantially affect their views toward adoption. The research's findings are useful for fine-tuning platform marketing strategies and putting strategic goals into action.