Abstract
We adapt the technology acceptance model (TAM) to examine the factors influencing mobile gaming adoption among “global youth.” Our model replaces usefulness with convenience, incorporating visual appeal and escapism as antecedents of fun, and perceived novelty and economic value as antecedents of convenience. Questionnaire surveys were conducted in the U.S., Spain, and the Czech Republic, producing 432 usable responses. In the structural model assessment with the pooled sample, convenience exercises greater effects on attitude toward mobile games than fun, suggesting that the most important driver is probably the capability of being used flexibly at any time and in any place, rather than mere enjoyment. Tests of latent means suggest that most dimensions are perceived more strongly in the Czech Republic.
Original language | English |
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Pages (from-to) | 827-855 |
Journal | Journal of Computer-Mediated Communication |
Volume | 13 |
Issue number | 4 |
DOIs | |
Publication status | Published - 2008 |
Keywords
- Gaming
- Mobile gaming
- Adoption
- Czech Republic
- Spain
- U.S.A.
- Marketing
- Global youth