Academic literature on the topic 'Perceived Playfulness'
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Journal articles on the topic "Perceived Playfulness"
Deny, Deny. "Faktor-Faktor yang Mempengaruhi Penggunaan BBM oleh Toko Online di Indonesia." Jurnal Riset Manajemen dan Bisnis (JRMB) Fakultas Ekonomi UNIAT 1, no. 2 (October 1, 2016): 93–104. http://dx.doi.org/10.36226/jrmb.v1i2.14.
Full textLiao, Pei Wen, and Jun Yi Hsieh. "What Influences Internet-Based Learning?" Social Behavior and Personality: an international journal 39, no. 7 (August 1, 2011): 887–96. http://dx.doi.org/10.2224/sbp.2011.39.7.887.
Full textin, Amirudd, Grace T. Pontoh, and Endang Sriningsih. "Determinants of Attitudes of Computer Users: an Approach to the Technology Acceptance Model and Social Cognitive Theory." Webology 18, SI03 (January 13, 2021): 92–111. http://dx.doi.org/10.14704/web/v18si03/web18022.
Full textKang, Minhyung. "Active users’ knowledge-sharing continuance on social Q&A sites: motivators and hygiene factors." Aslib Journal of Information Management 70, no. 2 (March 19, 2018): 214–32. http://dx.doi.org/10.1108/ajim-09-2017-0207.
Full textCodish, David, and Gilad Ravid. "Academic Course Gamification: The Art of Perceived Playfulness." Interdisciplinary Journal of e-Skills and Lifelong Learning 10 (2014): 131–51. http://dx.doi.org/10.28945/2066.
Full textLin, Chih-Wei, Yu-Sheng Lin, Chia-Chi Liao, and Chih-Cheng Chen. "Utilizing Technology Acceptance Model for Influences of Smartphone Addiction on Behavioural Intention." Mathematical Problems in Engineering 2021 (June 1, 2021): 1–7. http://dx.doi.org/10.1155/2021/5592187.
Full textRecuero Virto, Nuria, and Maria Francisca Blasco López. "Lessons from Lockdown: Are Students Willing to Repeat the Experience of Using Interactive Smartboards?" International Journal of Emerging Technologies in Learning (iJET) 15, no. 24 (December 22, 2020): 225. http://dx.doi.org/10.3991/ijet.v15i24.19327.
Full textLee, Hoon, Heejeong Hwang, and Changsup Shim. "Experiential festival attributes, perceived value, satisfaction, and behavioral intention for Korean festivalgoers." Tourism and Hospitality Research 19, no. 2 (November 3, 2017): 199–212. http://dx.doi.org/10.1177/1467358417738308.
Full textWidianingsih, Rini, Dona Primasari, and Agus Sunarmo. "IMPLEMENTASI BRINETS TERHADAP KINERJA PEGAWAI DENGAN PERCEIVED ENJOYMENT DAN COMPUTER PLAYFULNESS SEBAGAI VARIABEL MODERATING." Jurnal Analisis Bisnis Ekonomi 15, no. 1 (April 27, 2017): 1–8. http://dx.doi.org/10.31603/bisnisekonomi.v15i1.998.
Full textGüvendi, Burcu, and Muhsin Hazar. "Playfulness, perceived stress and coping with stress approaches in teacher candidates in various departments." Journal of Human Sciences 13, no. 3 (December 25, 2016): 5796. http://dx.doi.org/10.14687/jhs.v13i3.4348.
Full textDissertations / Theses on the topic "Perceived Playfulness"
Cox, Trissa. "Factors Associated with Behavioral Intention to Disclose Personal Information on Geosocial Networking Applications." Thesis, University of North Texas, 2012. https://digital.library.unt.edu/ark:/67531/metadc115059/.
Full textChang, Chia-Chun, and 張佳純. "Wii Sports acceptance and usage model:Antecedents of perceived playfulness and perceived ease of use." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/79577384886777395524.
Full text朝陽科技大學
休閒事業管理系碩士班
99
There is a growing steam of playing video games into a person’s daily life as a leisure activity. Usage of one such technology has been widely accepted as there is much potential for software manufacturers to develop new products. Understanding user acceptance of the video game is important to assess its effectiveness. A well-designed general game helps to ensure a positive user experience and therefore repeat usage. Wii Sports is a sports game produced by Nintendo as being the study case, to examine how this technology is adopted by users, Davis’ technology acceptance model (TAM) framework (1989) has been used and modified as a theoretical foundation for this study. Furthermore, the author responds to the suggestions of previous studies by extending existing research work and explores the antecedents of Perceived Ease of Use and Perceived Playfulness. The purpose of this study was to extend the TAM to include the influences of on Wii Sports game in user behavior. The proposed model was empirically tested using AMOS 16.0 with a survey data collected from 442 users of Wii Sports game. Perceived playfulness was a key predictor of users’ attitudes toward using Wii Sports game. Both perceived playfulness and attitudes were two key predictors of users’ intentions. Contrary to our hypothesis, social influences have no significant direct effect on intention. Notably, however, the perceived ease-of-use had indirect effects, mainly through attitude, on intention to play Wii Sports game. The research results also indicated that challenge plays a dominant role in influencing a user’s experience of Playfulness and that control is an important factor to affect Perceived Ease of Use. The findings should enable designers of video Sports games to create software that encourage maximum user acceptance through the understanding of TAM and its antecedents of Perceived Playfulness and Perceived Ease of Use. This will therefore promote Video Sports games as a positive experience for users.
LIN, KUAN-HSIU, and 林冠秀. "The Influence of Subjective Norms,Perceived Risk, and Perceived Playfulness on Online Purchase Intentions." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/79878259409958728121.
Full text崇右技術學院
經營管理研究所
105
Under the popularity and fast development of information products, technology skills and Internet communication, the use of Internet has turned into an integral part of life. Corporations and stores have invested on on-line sales as their business strategy. Meanwhile consumers have switched their purchases from selecting products in brick and mortar stores to browsing websites who offer fast and convenient service, competitive prices to attract customers. The Internet is an easy access for both domestic customers and global markets. The electronic marketing, therefore, is becoming more and more important. This research is aimed at the relevance among consumers’ subjective norms, perceived risks, and perceived playfulness on online purchase Intentions. The subjective norms were specified as injective norm and descriptive norm to study their influences on perceived risk, perceived playfulness, and on-line purchase intentions. The research object is experienced on-line consumers, using paper questionnaires and Net questionnaires to collect consumers’ opinions, adopting repression analysis to prove the mutual influences among variables. The research results show (1) subjective norms have partial negative influence on perceived risk (2) injective norm has negative influence on perceived risk (3) descriptive norm does not have negative influence on perceived risk (4) subjective norms have positive influence on on-line purchase intentions (5) perceived risk does not have negative influence on on-line purchase intentions (6) perceived playfulness has positive influence on on-line purchase intentions.
Wen, Hua, and 溫樺. "An EEG Study of the Perceived Playfulness in Playing Mobile Game." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/64126883729605587234.
Full text淡江大學
資訊管理學系碩士班
101
Perceived playfulness is a sensory-depth enjoyment. It has mostly applied in the research of man-machine interface or Web browsing. But there is a lack of study in mobile game. The brain waves study has recently emerged, many researchers have applied advanced electronic measurement devices to experiment. Thus, this study is to understand user’s brain-waves change, by utilizing electroencephalogram (EEG) to detect user’s brain waves while playing mobile game. And a self-report perceived playfulness scale is also administered to users after playing the game with an aim to understand the impacts of user’s perceived playfulness on the user’s attitude towards mobile game. This research employs laboratory experiment to examine the differences in brain waves measured with the EEG and the impacts with perceived playfulness scale. The results show that there are differences in β waves between male and female subjects. Female have higher β waves than male in playing mobile game. Also there are differences in β waves in playing mobile games with different popularity. The higher the popularity, the higher the β waves. Subjects with different experiences in playing mobile have also resulted in different β waves. Experienced users have significantly higher β wave than less inexperienced users. In addition, perceived playfulness has impacts on the attitude towards usage, and gender and game popularity have moderating effects towards usage attitude.
Lien, Guan-Jie, and 連貫傑. "Study of The Effects of Perceived Interactivity And Perceived Playfulness for Intention of QR Code Users." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/03652191816885343447.
Full text國立體育大學
休閒產業經營學系
102
QR Code is a two-dimensional bar Code which is scaned by smart phones. Because of the ability to get a large number of information quickly, QR Code has generally been used in various industries. However, even if the marketing and publicity benefits of QR Code is great, but they are not widespread used. Therefore, this study attempts to add some variables into technology acceptance model (TAM), to analyze the components of intentions behind QR Code users. Providing the academics and industry related to QR Codes as research material or marketing business strategy, and to unleashed the superiority of QR Code. QR has numerous of expose pipelines, and extensive application. This study combined TAM with QR Code, divided the intentions behind user behavior into four dimensions: Perceived ease of use (PEoU), perceived usefulness (PU), perceived playfulness (PP), and perceived interactivity (PI), explore these variables’ influence to QR Code users' intentions. This study shows perceived interactivity (PI) and perceived playfulness (PP) impacts the process from user’s attitude to user’s intention. The QR Code related industries and reserchers should focus on perceived interactivity (PI) and perceived playfulness (PP) when developing marketing / business strategy in the future.
Chou, Jacky Po Ching. "Understanding user's perceived playfulness toward mobile information and entertainment services in New Zealand." 2006. http://hdl.handle.net/10292/383.
Full textZhang, Heng-Ming, and 張恆銘. "Use the UTAUT, trust and perceived playfulness to research on SNS user's behavior." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/17262572848089478460.
Full text國立臺北商業技術學院
商學研究所
100
In this study, the UTAUT as the theoretical basis to explore the behavioral intentions and usage behavior of users of social networking sites, will be key factors. Taking into account the level of trust users on the social networking sites and site content to attract users to an interesting degree. This study used empirical research to the Facebook social networking site users as subjects, the effective recovery of the sample size was 286 copies, results showed: (1) "Effort expectancy", "social influence" and "trust" positive and significant impact on users of Facebook "behavioral intention" (2) "behavioral intention" and "facilitating conditions" significantly positive impact users to use Facebook's "use behavior". Findings, the main reason for performance expectancy on behavioral intentions, does not hold the user does not use Facebook to increase productivity or efficiency; and trust impact on behavioral intention will be set up the main reason for Facebook's reputation; As for the perceived playfulness on behavioral intentions, not the establishment of the main reasons for users concerned about the link is not interesting or not.
Tsai, Wei-Ling, and 蔡瑋玲. "The Impact of Menu Elements on the Consumers’ Perceived Playfulness and Product Attitudes." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/08517894700357389130.
Full text國立中央大學
企業管理研究所
99
According to the Government statistic and the private sectors, people who live in Taiwan increase their costs of dining out year by year. With the increase of dining out arisng, more and more unique and stylish restaurants sprouted up. In order to stand out in so many restaurants, the owners of the restaurants have to care the details of their restaurants, as the menu is a good media for restaurants use to communicate with consumers and exhibits restaurants’ information, the above notations prompt this rsearch. This rsearch adopts internet questionnaire to survey, and chooses the Multivariate Analysis of Variance as a testing tool to examine the different types of the names of the restaurant dishes, the perceieve playfulness and the consumer product attitudes. This study also uses Pearson Correlation Analysis to analyze the relationahip between the perceieve playfulness and product attitudes. To understand how the consumers’ life-style influences the perceieve playfulness, this study uses Factor Analysisand Cluster Analysis to classificate of the consumer lifestyle, followed by choosing the Multivariate Analysis of Variance as testing tools to examine the different types of the names of the restaurant dishes and consumer lifestyle. The results of this research propose some advices for the owners of restaurants and following researchers.
Chen, Chien-hung, and 陳建宏. "The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/03149957274903934866.
Full text國立屏東教育大學
教育科技研究所
99
The purpose of this study was to analyze flow experience , perceived usefulness, perceived ease of use and perceived playfulness whether effect the online game players’ continuance intention. The research used a questionnaire and the subjects of survey were online game users, and received 306 effective samples after one month-long collection. The data individually used frequency distribution, percentage, average, standard deviation, one-sample t test, t-test, and one-way ANOVA to analyze. The conclusions I have come to were as follows: 1. There were significant correlations among perceived usefulness, perceived ease of use and perceived enjoyment of online games. 2. There was a significant correlation between the cognition after playing the online game and flow experience. 3. The cognition after playing the online game and flow experience were related to continuance intention. 4. Sexuality and education background were not related to the cognition after playing the online game and flow experience. 5. There were significant differences in the two aspects involve “how many hours you take to play online game in one day and the cognition after playing the online game.” 6. There were no significant differences in the two aspects involve “how many hours you take to play online game in one day and flow experience.”
CHEN, YI-CHUN, and 陳奕鈞. "A Study of Instagram Behavior Intention with UTAUT, Perceived Playfulness and Media Richness Theory." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/y2y426.
Full text中華大學
資訊管理學系
106
The popularization of mobile devices and the maturity of communication technology, combined with the functions of communication, entertainment, social intercourse, and service, have become one of the necessities of modern life. Through the service of the community website, change the traditional social way, let the user have new social interaction way. In recent years, the fast-strung community software Instagram has succeeded in attracting young communities with images and video-sharing social networking. The purpose of this study is to analyze the factors that Instagram uses to attract users. Through the UTAUT as an infrastructure, adding Perceived Playfulness and Media Richness factors, a research framework was developed. Online questionnaires were used for data collection, and SPSS statistical software was used for data analysis. The purpose of this study was to analyze the user’s intention to use Instagram in terms of Performance Expectancy, Effort Expectancy, Social Influence, Perceived Playfulness, and Media Richness, and they were affected by the Gender, Age, and time of use. According to data analysis, Performance Expectancy results do not significantly affect Behavioral Intention; Effort expectancy, Social Influence, Perceived Playfulness, and Media Richness, significantly influence Behavioral Intentions; Social Influence and Perceived Playfulness influence Behavioral Intention by a time of use. The conclusions of this study were mainly influenced by Instagram's interface, which is easy to operate, interesting, not boring, informative, and subject to the influence of people around us. However, social assistance for life is not obvious.
Book chapters on the topic "Perceived Playfulness"
Yeh, Ron Chuen, Yi-Chien Lin, Kuo-Hung Tseng, Pansy Chung, Shi-Jer Lou, and Yi-Cheng Chen. "Why Do People Stick to Play Social Network Sites? An Extension of Expectation-Confirmation Model with Perceived Interpersonal Values and Playfulness Perspectives." In Advanced Methods for Computational Collective Intelligence, 37–46. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-34300-1_4.
Full textSuki, Norazah Mohd. "Modelling Factors Influencing Early Adopters’ Purchase Intention Towards Online Music." In User Perception and Influencing Factors of Technology in Everyday Life, 298–314. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-1954-8.ch020.
Full textOkazaki, Shintaro. "Gender Difference in the Motivations of Mobile Internet Usage." In Mobile Computing, 1975–83. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch160.
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