Extending technology usage models to interactive hedonic technologies: a theoretical model and empirical test

Information Systems Journal - Tập 20 Số 2 - Trang 163-181 - 2010
Chieh‐Peng Lin1, Anol Bhattacherjee2
1Institute of Business and Management
2University of South Florida

Tóm tắt

Abstract.  Much of our prior knowledge of information systems (IS) usage is based on utilitarian systems such as personal productivity software and organizational applications. However, new generations of systems, such as online video games (OVGs), have since emerged that aim at enhancing users' hedonic outcomes like entertainment rather than utilitarian outcomes such as productivity. Prior models of utilitarian system usage provide a limited understanding of one's usage of hedonic systems, given the motivational differences between using these two types of systems. Theoretical modifications instead are required to extend the current models to hedonic systems. Expanding the research on attitude theories, we propose an initial model for usage of interactive hedonic systems, replacing perceived usefulness and perceived ease of use with perceived enjoyment and social image as the core cognitive drivers of usage, and further linking these beliefs to different technological attributes. The initial model is empirically validated using a survey of OVG usage among 485 student subjects. For IS usage research, this paper proposes and validates one of the earliest usage models of hedonic systems. For practitioners, this study provides some guidelines for manufacturers of hedonic systems on how to derive the most return on their system development efforts.

Từ khóa


Tài liệu tham khảo

10.2307/3250951

10.1016/0749-5978(91)90020-T

10.1037/0033-2909.103.3.411

10.2307/30036527

Bentler P.M., 1989, EQS Structural Equations Program Manual

10.1037/0033-2909.88.3.588

10.2307/25148634

10.1509/jmkg.65.3.34.18334

10.1287/isre.1.2.115

British Broadcasting Corporation (BBC)(2005 April 8)Games overtake music for us men. [WWW document]. URLhttp://news.bbc.co.uk/2/hi/technology/4423365.stm

Brody H., 1992, The pleasure machine, Technology Review, 95, 31

Cassab H., 2006, Interaction fluency: a customer performance measure of multichannel service, International Journal of Productivity and Performance Management, 55, 555, 10.1108/17410400610702151

10.1016/S0022-4359(01)00056-2

10.1089/109493104322820066

CPRO(2007 January 16)The behavioral analysis of online gamers in Taiwan. [WWW document]. URLhttp://cpro.com.tw/channel/news/content/index.php?news_id=53748(in Chinese).

10.1108/09604520010351167

10.1287/mnsc.35.8.982

10.1111/j.1559-1816.1992.tb00945.x

10.1287/isre.3.1.60

Entertainment Software Association (ESA)(2005 May)Essential facts about the computer and video game industry. [WWW document]. URLhttp://www.theesa.com/files/2005EssentialFacts.pdf

10.1108/09604529910248821

Fishbein M., 1975, Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research

10.1177/002224378101800104

Ghose S., 1998, Interactive functions and their impacts on the appeal of internet presence sites, Journal of Advertising Research, 38, 29

10.1108/00251740010326252

Hatcher L., 1994, Step‐by‐Step Approach to Using the SAS System for Factor Analysis and Structural Equation Modeling

10.1016/j.im.2003.08.014

10.2307/249751

10.1108/07363760210444869

10.1287/isre.13.2.205.83

Lii Y.S., 2004, The effects of web operational factors on marketing performance, Journal of American Academy of Business, Cambridge, 5, 486

10.1108/09564230510587159

10.1108/10662240310478222

Luarn P., 2003, A customer loyalty model for e‐service context, Journal of Electronic Commerce Research, 4, 156

Market Information Center(2005 October 24).The growth of Taiwan online hedonic market continues. [WWW document]. URLhttp://www.eettaiwan.com/ARTP_8800379676.HTM(in Chinese).

10.1287/isre.2.3.192

NPD Group(2005 January)Annual U.S. video game sales. [WWW document]. URLhttp://retailindustry.about.com/od/seg_toys/a/bl_npd012703.htm

Pew Internet & American Life Project(2003 July 6)Let the games begin: gaming technology and entertainment among college students. [WWW document]. URLhttp://www.pewtrusts.com/pdf/pew_internet_gaming_0703.pdf

Reynolds N., 1993, Pretesting in questionnaire design: a review of the literature and suggestions for further research, Journal of the Market Research Society, 35, 171, 10.1177/147078539303500202

10.1111/j.1745-6606.2001.tb00111.x

10.2307/3069353

10.1287/mnsc.41.8.1328

10.2307/25148660

Venkatesh A., 1985, Toward a conceptualization of the household/technology interaction, Advances in Consumer Research, 7, 151

10.1016/0167-4870(87)90018-3

10.1287/mnsc.46.2.186.11926

10.2307/30036540

Yahoo News(2006 March 21)The online game market will ascend to ten billions next year. [WWW document]. URLhttp://tw.news.yahoo.com/060321/4/2yjz7html(in Chinese).