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1

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.

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This study was conducted to answer the question of what is the factors affecting decision to use BBM (BlackBerry Messenger) to support online store business. With SME’s online store booming in Indonesia, this research was specially studied SME’s and micro online store as subject. Survey has been conducted by BBM chat message and online web page to SME’s online store that using BBM in Indonesia. A total of 187 valid respondents from 18 provinces and 58 cities in Indonesia responded to the survey. Analysis was conducted using SEM method with Lisrel 8.7 support which tested the 8 hypotheses. The result indicated that there are positive significant effects of perceived usefulness, perceived playfulness and trust toward BBM use intention for online store. However, this study didn’t find direct significant effects of perceived ease-of-use toward use intention. Perceived ease-of-use found to have significant indirect effect through the mediation effect of perceived playfulness. In fact, perceived playfulness is the main factor influencing the use intention of BBM for SME’s online store. This founding give insight for application developers to consider playfulness in developing social media applications for online business. Keywords: TAM, BBM, SME, media social marketing
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Liao, 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.

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The aim in this study was to determine whether Internet-based learning is affected by perceived playfulness, satisfaction, and the performance expectancy effect. The performance expectancy of students based on experience may also be generated directly by the target that caused the emotions. Thus, we used perceived playfulness to explore the impact of performance expectancy. Data collected from 600 university students in Taiwan were tested against the research model using structural equation modeling. The results strongly support the proposed model in predicting performance expectancy when using Internet-based learning. Several implications for social influence, perceived playfulness, satisfaction, and performance expectancy research in relation to Internet-based learning are discussed.
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in, 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.

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This work desires to observe and analyze (1) the computer anxiety consequence, self-adequacy of technology, perceived playfulness and understood ease of use the approach of using computers; (2) the consequence of computer anxiety, computer self-adequacy, and perceived playfulness, on the attitude of using computers mediated by. This study is a significant research and uses survey methods with data collection techniques using questionnaires and data analyzed using AMOS statistical software. The outcomes demonstrated that (1) computer self-adequacy, perceived playfulness and had a serious influence on the mentality of utilizing computers; (2) computer anxiety doesn’t have a straight influence on the attitude of using a computer; and (3) computer self-efficacy, computer anxiety and perceived playfulness have a serious influence on the potential of using computers across whole variable anticipated usability. This research can give to the development of science and technology with the Technology Acceptance Model and Social Cognitive Theory which theoretically can provide evidence and support for the progress of research in the scope of behavioral accounting, can form a positive attitude of students in the learning process so as to produce outstanding graduates who are able to accept technological developments.
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Kang, 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.

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Purpose The purpose of this paper is to focus on active users who are key contributors to online social question-and-answer (Q&A) sites, and examine antecedents of their knowledge-sharing continuance intention, based on expectation-confirmation theory and organizational justice theory. Design/methodology/approach Sample data were gathered via an online survey from active users of Naver Knowledge-iN, a popular online social Q&A site in South Korea. Partial least squares structural equation modeling was adopted for data analysis. Moreover, a multi-group analysis was conducted to identify the motivators and hygiene factors of the responders’ knowledge-sharing continuance. Findings Except for perceived self-worth, all the antecedents – perceived playfulness, confirmation, perceived justice with sites, and perceived justice with askers – seemed to have a considerable influence on active users’ satisfaction, and therefore their continuance intention. Among them, perceived playfulness was proven to be a motivator, and perceived justice with sites a hygiene factor. Research limitations/implications Despite the limitations of a cross-sectional study, this research successfully illustrated that active users’ continuance intention is influenced by perceived playfulness, and not by perceived self-worth. In addition, perceived justice with social Q&A sites was proven to decrease dissatisfaction (i.e. hygiene factor), while perceived playfulness was proven to increase satisfaction (i.e. motivator). Originality/value This study differentiates itself from prior research by focusing specifically on active users of social Q&A sites, since their motivating mechanisms are different from normal users. Additionally, the antecedents of knowledge-sharing continuance were categorized into motivators and hygiene factors. This approach affords detailed guidelines to facilitate active users’ knowledge-sharing continuance and to prevent their defection.
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Codish, 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.

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Lin, 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.

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The purpose of this study was to establish a behavioural model of students’ smartphone usage based on the perception of new advanced information technology, perceived playfulness, and smartphone addiction (SA). Undergraduate students were chosen to be the participants from a university in Taiwan. There were 814 valid questionnaires and the valid response rate was 81.4%. Firstly, SA positively and significantly affected perceived playfulness, perceived ease of use, and perceived usefulness. Secondly, perceived usefulness did not significantly influence behavioural intention. However, there was an unforeseen result; the effect of SA on perceived usefulness was barely significant. It can be concluded that the participants in the present study were undergraduate students and they might not intend to use smartphones for their academic performance. The findings indicated that undergraduate students experienced perceived playfulness, perceived ease of use, and perceived usefulness of smartphone from their addiction perception, which further implied that smartphone usage was interesting, easy, and useful. It was inferred that the undergraduate students were already under a high technology addiction (TA) condition. Suggestions indicate that the conjunction of teaching and mobile application should be extensively applied. It should be based on students’ dependence on smartphone and smartphone’s enjoyment to helpfully improve teaching via smartphones.
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Recuero 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.

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COVID-19 outbreak has stimulated all kind of e-learning proposals to con-tinue with students’ educational progression. Despite the fact it is significant to understand students’ perceptions regarding their performance with collab-orative tools, specifically interactive smartboards, no research was found during the exhaustive literature review conducted. A research model has been pre-tested using a sample of students of the Faculty of Commerce and Tourism of the Complutense University of Madrid. The results of this ex-ploratory research expose that (1) playfulness has a significant and positive impact om intention to use; (2) interestingness of content has a meaningful effect on perceived playfulness; and (3) perceived ease of use has consider-able and positive influence on playfulness. Besides, perceived ease of use and usefulness were not found to have a direct impact on intention to use. The results are revised to propose useful academic and educational contribu-tions.
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Lee, 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.

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Based on an extensive literature review of the festival experience, this study proposes that the experiences of festivalgoers can be classified into five main attributes, namely Escape, Playfulness, Togetherness, Sacredness, and Placeness. A survey of 450 South Koreans who had participated in some type of domestic festival in the past year statistically validated these attributes and explored the impact of each on the perceived value, satisfaction, and behavioral intentions of festivalgoers. The study shows that those Koreans who experienced Playfulness, Sacredness, and Placeness at a festival tended to perceive the festival as more valuable than those who experienced Escape and Togetherness, which were factors that did not significantly affect the perceived value of the festival. This study illuminates the nature of festival attributes and the particular characteristics most important to Korean festivalgoers, both of which provide theoretical and practical implications for tourism researchers and festival organizers.
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Widianingsih, 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.

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Penelitian ini bertujuan untuk mengetahui pengaruh penerapan sistem informasi online BRI(BRINETS) terhadap kinerja karyawan dengan perceived enjoyment and computer playfulness sebagaivariabel moderating. Penelitian ini merupakan penelitian empiris dengan teknik sampling sensus. Datadiperoleh dari 38 responden karyawan PT. BRI Banyumas. Data diolah dengan menggunakan SPSS. Hasilpengujian hipotesis menunjukkan bahwa semua hipotesis diterima. Hasil pengujian hipotesis pertama dankedua menunjukkan bahwa penerapan sistem informasi online BRI (BRINETS) berpengaruh terhadapkinerja karyawan, dan perceived enjoyment and computer playfulness dapat memoderasi pengaruhpenerapan sistem informasi online BRI (BRINETS) terhadap kinerja karyawan
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Güvendi, 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.

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The purpose of this research is to examine the playfulness, perceived stress and overcoming the stress styles in teacher candidates, identify the relationships between. The research group of 338 ( =20.31±1.25) physical education, pre-school and classroom teachers, of which 242 were females ( =20.27±1.25) and 96 were males ( =20.44±1.25). As data collection tool, 'Playfulness Scale', 'Perceived Stress Scale' and 'Coping with Stress Scale' were used. In the analysis of data, Spearman Product Moment Correlation Analysis, Kruskal Wallis and Mann-Whitney U Tests from non-parametrical tests were used due to normal distribution conditions are not fulfilled. In regard to departments, significant difference was identified in teacher candidate's dimensions of playfulness scale and coping with stress scale (p<0.05). The results of physical education teacher candidates being more playful compared to teacher candidates in other departments, and pre-school and class teacher candidates using the consulting to social support approach more were reached.
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Wang, Shaofeng, Ahmed Tlili, Lixin Zhu, and Junfeng Yang. "Do Playfulness and University Support Facilitate the Adoption of Online Education in a Crisis? COVID-19 as a Case Study Based on the Technology Acceptance Model." Sustainability 13, no. 16 (August 14, 2021): 9104. http://dx.doi.org/10.3390/su13169104.

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A large number of universities worldwide are paying more and more attention to the application and exploration of online education. As the group with the most significant number of online education users, their participation attitude and participation intention directly determine the teaching performance of online education. This research will incorporate playfulness teaching and scenario variables that reflect the universities’ ability to respond to emergencies. Based on the technology acceptance model, this research proposes an integrated research model of online education participation intention to investigate university students’ online education participation intention to reveal the key factors and mechanisms that affect online education participation intention. A structural equation model of participation intention is constructed, and 342 valid samples are obtained by questionnaire survey. The empirical results of PLS-SEM show that: (1) students’ participation attitude positively affects their participation intention; (2) the perceived ease of use and usefulness positively affect their participation attitude, and the perceived usefulness and ease of use affect their participation intention through the complete mediation of participation attitude; (3) the perceived playfulness does not have a significant impact on participation attitude but has a positive impact on participation intention; (4) the innovative discovery university support positively moderates the relationship between participation attitude and intention during such emergencies. The research found that improving students’ attitudes toward participation, perceived ease of use, usefulness, playfulness, and strengthening university support are all helpful to optimize students’ participation intention in online education. At the same time, it also explored operability suggestions for improving the quality of online education and optimizing future education.
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Fang, Ching-Han, Ching-Lin Fang, Ren-Fang Chao, and Shang-Ping Lin. "Paternalistic Leadership and Employees’ Sustained Work Behavior: A Perspective of Playfulness." Sustainability 11, no. 23 (November 25, 2019): 6650. http://dx.doi.org/10.3390/su11236650.

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The frontline employees of the service industry are the first connection between enterprises and consumers. Therefore, their performance often represents the image of the company. This study intended to discuss employees’ sustained work behavior through the perceived organizational climate, from the point of view of direct supervisors’ leadership. Employees of chain convenience stores in Taiwan were used as the research samples for the questionnaire survey. A total of 473 valid questionnaires were considered using structural equation analyses. The results showed that authoritarian leadership and employees’ turnover intentions had a significant positive relationship; moreover, there were negative relations between moral leadership, benevolent leadership, and employees’ turnover intention. Thus, employees’ perceived playfulness can decrease turnover intention when under paternalistic leadership. This study provides valuable insights for managers to understand the work value of playfulness.
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Raza, Syed Ali, Wasim Qazi, and Amna Umer. "Facebook Is a Source of Social Capital Building Among University Students." Journal of Educational Computing Research 55, no. 3 (September 21, 2016): 295–322. http://dx.doi.org/10.1177/0735633116667357.

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This study analyzes the influence of Facebook usage on building social capital among university students in Karachi by using a modified framework of technology acceptance model. Important information was gathered utilizing organized questionnaire containing items of Facebook intensity, social self-efficacy, perceived ease of use, perceived usefulness, perceived playfulness (independent variables), intention to continue use (mediating variables), bridging social capital, and bonding social capital (dependent variables), while the specimen size includes 560 university students. Furthermore, the procedures utilized as a part of the study are reliability analysis, confirmatory factor analysis, partial least square-structural equation modeling to check the impact of these factors on the building of social capital. Findings show that Facebook intensity, perceived ease of use, perceived usefulness, perceived playfulness, and social self-efficacy have a positive and significant impact on intention to continue use, while intention to continue use has a positive and significant impact on both dependent variables bridging social capital and bonding social capital concluding that social networking sites (Facebook) are helpful in building and maintaining social capital by creating intention to continue using them. This study provides useful insights about the youth experience of using Facebook and sharing information. Also, marketers would get benefit as this study would allow them to adopt effective marketing strategies.
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Lin, Cathy S., Sheng Wu, and Ray J. Tsai. "Integrating perceived playfulness into expectation-confirmation model for web portal context." Information & Management 42, no. 5 (July 2005): 683–93. http://dx.doi.org/10.1016/j.im.2004.04.003.

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Hung, Shin-Yuan, Jacob Chia-An Tsai, and Shin-Tzu Chou. "Decomposing perceived playfulness: A contextual examination of two social networking sites." Information & Management 53, no. 6 (September 2016): 698–716. http://dx.doi.org/10.1016/j.im.2016.02.005.

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Negra, Anissa, Wafa M'sallem, and Mohamed Nabil Mzoughi. "Investigating Educators' Intention to Adopt M-Learning." International Journal of Technology and Human Interaction 17, no. 3 (July 2021): 69–83. http://dx.doi.org/10.4018/ijthi.2021070105.

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The technological spread has brought business schools in Arab countries into the m-learning age. Teachers represent one of the most important pillars of the ubiquitous learning implementation. This research aims to examine educators' intention of m-learning adoption based on the TAM, dispositional resistance to change (RTC), and perceived playfulness. One hundred seventy-nine educators from business schools in Tunisia and Saudi Arabia answered the survey. Results revealed that playfulness is the most predictor of the educators' intention adoption of m-learning in both cultures. Cluster analysis has revealed three different profiles of educators in business schools: opposing, averse, and pioneers.
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Priyadarshini, Chetna, S. Sreejesh, and M. R. Anusree. "Effect of information quality of employment website on attitude toward the website." International Journal of Manpower 38, no. 5 (August 7, 2017): 729–45. http://dx.doi.org/10.1108/ijm-12-2015-0235.

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Purpose The purpose of this paper is to develop and validate an empirical model examining the job seekers’ perception about information quality of corporate employment websites and its impact on their attitude toward the websites through perceived playfulness and usefulness. Furthermore, the study also examines the job seekers’ e-trust as condition under which these mechanisms generate website attitude. Design/methodology/approach A sample of 385 active job seekers was selected through systematic random sampling. A web-based questionnaire was used to elicit responses for the study. Structural equation modeling was used to validate the proposed model. Findings Results indicate that the information quality dimensions positively influence perceived playfulness and perceived usefulness, which in turn evoke the website attitude. Furthermore, e-trust was found to moderate the above said relationships. Originality/value The study contribution lies in an empirical validation of a model showing the mechanisms and the condition through which the relationship exists between perceived information quality of e-recruitment websites and job seekers’ website attitude, and thus responds to the call for additional research that generalizes the influence of information characteristics of websites on job seekers’ behavioral outcomes.
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Wu, Yi, Tingru Cui, Na Liu, Yimeng Deng, and Junpeng Guo. "Demystifying continuous participation in game applications at social networking sites." Internet Research 28, no. 2 (April 4, 2018): 374–92. http://dx.doi.org/10.1108/intr-11-2016-0347.

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Purpose Drawn from the social playfulness literature and the elaboration likelihood model, the purpose of this paper is to propose and test a research model to examine users’ continuous participation in SNS game applications. Design/methodology/approach A field survey with 133 subjects was conducted to test the research model. Findings Two identified design features, symbolic physicality and inherent sociability, are found to influence users’ perceived curiosity and perceived enjoyment toward playing SNS game applications. Perceived enjoyment is significantly associated with perceived curiosity and predicts users’ continuous participation of SNS game applications. The authors also observed a gender difference of social playfulness design on perceived curiosity. Research limitations/implications Use intention was used as a proxy for actual use behavior, since objective data on continuance behavior was not available. Additionally, the contributions of this study may be constrained by one single sample. Practical implications The findings of the study suggest practical guidelines for designing game applications in SNS through socialization design and symbolic physicality. Further, based on the findings of gender differences, a personalization game design strategy is provided. Originality/value The study contributes to the post-adoption IS literature and sheds light on the interesting area of social media participation. Additionally, this study enriches the online gaming research by demonstrating gender differences.
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Paasonen, Susanna. "Many splendored things: Sexuality, playfulness and play." Sexualities 21, no. 4 (November 8, 2017): 537–51. http://dx.doi.org/10.1177/1363460717731928.

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This article makes a theoretical argument for the productivity of the notions of playfulness and play in feminist and queer studies of sexuality. Defined as a mode of sensory openness and drive towards improvisation, playfulness can be seen as central to a range of sexual activities from fumbling, random motions to elaborate, rehearsed scenarios. Play in the realm of sexuality involves experimentations with what bodies can feel and do. As pleasurable activity practised for its own sake, play involves the exploration of different bodily capacities, appetites, orientations and connections. Understood in this vein, play is not the opposite of seriousness or simply synonymous with fun. Driven by the quest for bodily pleasure, play may just as well be strained, dark and hurtful in the forms that it takes and the sensory intensities that it engenders. This article argues that the mode of playfulness and acts of play allow for pushing previously perceived and imagined horizons of embodied potentiality in terms of sexual routines and identifications alike. It examines the productive avenues that the notions of playfulness and play open up in conceptualising the urgency of sexual pleasures, the contingency of desires and their congealment in categories of identity.
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Lin, Tzu-Hong, Hsi-Peng Lu, Kuo-Lun Hsiao, and Huei-Hsia Hsu. "Continuance Intention of Facebook Check-In Service Users: An Integrated Model." Social Behavior and Personality: an international journal 42, no. 10 (November 18, 2014): 1745–60. http://dx.doi.org/10.2224/sbp.2014.42.10.1745.

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A Facebook check-in service that allows users to check in at various places and broadcast their location to peers has gained attention recently. However, little is known about why people continue to use the service. We built an integrated model applicable for use within the social network context. We based this study on an expectation confirmation model (ECM) and related technology adoption literature, and examined data from a random survey of 205 users. The results indicated that the direct path between perceived usefulness and continuance intention and satisfaction was non-significant but that perceived playfulness exerted a significant influence on satisfaction and continuance intention. In addition, users' satisfaction was influenced not only by confirmation but also by perceived playfulness. In contrast, privacy concerns did not seem to influence the direct path between satisfaction and continuance intention. Usage frequency was an important indicator in determining user continuance intention. Overall, we found that an integrated model of the ECM had a better explanatory power of Facebook check-in service continuance compared to the ECM by itself.
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Abraham, Juneman, and Melina Trimutiasari. "Sociopsychotechnological Predictors of Individual’s Social Loafing in Virtual Team." International Journal of Electrical and Computer Engineering (IJECE) 5, no. 6 (December 1, 2015): 1500. http://dx.doi.org/10.11591/ijece.v5i6.pp1500-1510.

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The rapid development of technology and the demands of the workers to be productive have made efficiency and effectiveness of virtual team collaboration is becoming increasingly urgent lately. Therefore, it is important to identify the variables undermining the efficiency and effectiveness. This study aimed to investigate the role of perceived usefulness, perceived ease of use, and perceived playfulness of online collaboration tool (as elements of technology acceptance) and xenophobia in predicting social loafing (at the individual level)─a social psychological phenomenon that shows the declining performance of the individual when working in the group. The contribution of this research is its attempt to combine social psychological and technological factors in explaining human performance in the context of the group when interacting with technology. The research design was correlational predictive, with multiple linear regression data analysis technique. Participants of this study were 80 students and employees (43 males, 37 females; mean of age = 25.58 years of old, standard deviation of age = 4.92 years) who work using online collaboration tool in a virtual team. The results showed that the perceived playfulness, perceived ease of use, and xenophobia were able to predict an individual’s social loafing, but the perceived usefulness is not able to predict it. Implications of the results of research in order to prevent social loafing are stated in the Discussion section.
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Kim, Yeongsil, and Mijin Kim. "Social Behavior and Perceived Playfulness according to Personality Types of SNG Players." Journal of Korea Game Society 13, no. 4 (August 20, 2013): 5–14. http://dx.doi.org/10.7583/jkgs.2013.13.4.5.

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Lin, Hung-Yuan, and Chi-Hsian Chiang. "Analyzing Behaviors Influencing the Adoption of Online Games from the Perspective of Virtual Contact." Social Behavior and Personality: an international journal 41, no. 1 (February 1, 2013): 113–22. http://dx.doi.org/10.2224/sbp.2013.41.1.113.

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In this study, we discussed the antecedents of online game adoption based on the technology acceptance model. A total of 303 valid questionnaires were collected and hypotheses were tested using structural equation modeling. Results showed that telepresence positively influences parasocial interaction, perceived usefulness (PU), perceived ease of use (PEU), and perceived playfulness (PP). Parasocial interaction was found to have a positive impact on subjective norms (SN), PU, and PP. In addition, SN positively influenced image (Im) and PEU positively influenced PU and PP. Finally, behavioral intention to use (BIU) online games was found to be positively affected by SN, PU, PEU, and PP.
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Kim, YunJu, and Jong Woo Jun. "Factors Affecting Sustainable Purchase Intentions of SNS Emojis: Modeling the Impact of Self-Presentation." Sustainability 12, no. 20 (October 12, 2020): 8361. http://dx.doi.org/10.3390/su12208361.

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To promote more sustainable consumption of Social Networking Service (SNS) emojis, it is necessary to understand the relationships between social psychological antecedents and SNS users’ intention to purchase emojis. This study aimed to investigate motivational factors affecting users’ intentions to purchase SNS emojis. We examined SNS users of Kakao Talk, the most widely used instant messaging service in South Korea, and investigated the relationships among five latent constructs: Self-presentation, symbolic values, playfulness, purchase intentions, and need for uniqueness. The results of this study indicate that self-presentation does not directly affect the intention to purchase emojis (β = 0.10, p > 0.05). Rather, self-presentation positively influences purchase intention through the mediating path of SNS users’ perceived symbolic value (β = 0.60, p < 0.001) and playfulness (β = 0.35, p < 0.001) to purchase intention (β = 0.29, p < 0.001; β = 0.37, p < 0.001). Further, symbolic value affects playfulness (β = 0.56, p < 0.001), which in turn leads to consumers’ intentions to purchase emojis. This study highlights that SNS users’ need for uniqueness functions as a moderator in the relationship between self-presentation and their intentions to purchase emojis.
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Hsu, Chia-Lin, Kuo-Chien Chang, and Mu-Chen Chen. "The impact of website quality on customer satisfaction and purchase intention: perceived playfulness and perceived flow as mediators." Information Systems and e-Business Management 10, no. 4 (October 15, 2011): 549–70. http://dx.doi.org/10.1007/s10257-011-0181-5.

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Padilla-Meléndez, Antonio, Ana Rosa del Aguila-Obra, and Aurora Garrido-Moreno. "Perceived playfulness, gender differences and technology acceptance model in a blended learning scenario." Computers & Education 63 (April 2013): 306–17. http://dx.doi.org/10.1016/j.compedu.2012.12.014.

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Li, Chi-Hua, and Chun-Ming Chang. "The influence of trust and perceived playfulness on the relationship commitment of hospitality online social network-moderating effects of gender." International Journal of Contemporary Hospitality Management 28, no. 5 (May 9, 2016): 924–44. http://dx.doi.org/10.1108/ijchm-05-2014-0227.

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Purpose From the commitment–trust theory angle, this study aims to understand why members of social network sites (SNSs) are willing to build a relationship commitment with hospitality SNSs, engage in online word-of-mouth (WOM) and show a willingness to repurchase. This paper proposes a model to express the relationship commitment and gender as a moderator in the relationship. Design/methodology/approach The interviews of a formal survey were selected by a purposive sampling method, and an online questionnaire survey was conducted in Taiwan. This study used the partial least square method to conduct structural equation modeling analysis. Findings The findings suggest that trust and perceived playfulness of the hospitality community have positive influences on relationship commitment, and also that the relationship commitment has a positive influence on online WOM and willingness to repurchase. This analysis provides strong support for the view that gender exerts a significant moderating role on our model relationships. Practical implications SNSs aspiring to stand out in the highly competitive internet environment must cultivate consumers’ trust and relationship commitment, and develop strategies to retain community members, as well as strengthen the safeguard personal information and the playfulness of activities. SNSs that launch relationship marketing activities should encourage community members to spread positive WOM through various activities. Originality/value This study combined the commitment–trust theory and technology acceptance model. It aimed to develop a theory-based model of relationship commitment in the hospitality SNSs’ context. Both trust and perceived playfulness are positively related to commitment; they are essential and important elements of successful hospitality SNSs. The gender difference plays a vital role in determining individuals’ behavior intention in the hospitality SNSs, as females and males have different decision-making processes.
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Pho, Duc-Hoa, Xuan-An Nguyen, Dinh-Hai Luong, Hoai-Thu Nguyen, Thi-Phuong-Thao Vu, and Thi-Thuong-Thuong Nguyen. "Data on Vietnamese Students’ Acceptance of Using VCTs for Distance Learning during the COVID-19 Pandemic." Data 5, no. 3 (September 11, 2020): 83. http://dx.doi.org/10.3390/data5030083.

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The outbreak of COVID-19 at the beginning of 2020 has heavily influenced education all around the world. In Vietnam, educational institutes were suspended, and distance learning was conducted to ensure students’ learning process, with distance learning occurring mainly via video conferencing tools (VTCs). The purpose of this paper is to provide data on Vietnamese students’ acceptance of using VCTs in distance learning during the COVID-19 pandemic through an extended technology acceptance model (TAM) and structural equation modeling (SEM) method. This study used the TAM of Venkatesh and Davis. The questionnaire was designed based on Venkatesh and Davis and Salloum et al.’s scale. An online survey with snowball sampling was selected in April. The final dataset consisted of 277 valid records. This data descriptor presented descriptive statistics (mean, standard deviation), internal consistency (Cronbach’s alpha), reliability and validity measures (composite reliability, average value extracted test), and factor loading of items of eight factors: output quality, computer playfulness, subjective norm, perceived usefulness, perceived ease of use, attitude towards to use, behavioral intention to use, and actual system to use. Results indicated that external factors such as subjective norm and computer playfulness had a significant impact on most TAM constructs. Furthermore, output quality was found to have a positive influence on students’ perceived usefulness and acceptance of VCTs in distance learning.
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George Saadé, Raafat, and Jamal Abdulaziz AlSharhan. "Discovering the Motivations of Students when Using an Online Learning Tool." Journal of Information Technology Education: Research 14 (2015): 283–96. http://dx.doi.org/10.28945/2271.

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In an educational setting, the use of online learning tools impacts student performance. Motivation and beliefs play an important role in predicting student decisions to use these learning tools. However, IT-personality entailing playfulness on the web, perceived personal innovativeness, and enjoyment may have an impact on motivations. In this study, we investigate the influence of IT-personality traits on motivation and beliefs. The study includes 95 participants. A survey was conducted after using the learning tool for one semester. Assessment of the psychometric properties of the scales proved acceptable and confirmatory factor analysis supported the proposed hypotheses. With the exception of the impact of enjoyment on motivation, all other hypotheses demonstrate behavior different from other contexts: playfulness on the web and perceived personal innovativeness have little to no impact on motivation; motivation in turn has the opposite strong and significant effect on beliefs. Specifically, we found that motivation has a strong impact on students’ attitudes and consequently attitudes were found to determine intentions where the variance explained is 50% (attitude) and 28% (intentions). These results give way to interesting interpretations as they relate to learning.
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Fajri, Faridiah Aghadiati, RY Kun Haribowo P., Nurisqi Amalia, and Dina Natasari. "Gamification in e-learning: The mitigation role in technostress." International Journal of Evaluation and Research in Education (IJERE) 10, no. 2 (June 1, 2021): 606. http://dx.doi.org/10.11591/ijere.v10i2.21199.

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The digital world demands graduates who are accustomed to deal with technology. Blended learning is one of the strategies by combining online media with face-to-face classes. It cannot be denied that students who interact with technology experience stress and tension. This condition have an impact on the learning process so that a way out is needed to bring it down. Gamification is a gaming technique that is applied to non-game applications to increase pleasure when interacting with these applications. This feature has been implemented in business applications, social media, e-commerce, and e-learning. However, the impact of playfulness in mitigating technostress has not been studied. This research examined the role of feedback mechanism and presentation mechanism in giving pleasure in LMS. Furthermore, this playfulness is expected to reduce the stress experienced by users. The research was conducted using a quasi-experimental method by giving participants time to follow the course with the gamification feature. The results showed that the gamification mechanism is able to provide pleasure which in turn will reduce the user's stress level. Based on the user-perceived of playfulness, gamification can reduce stress levels so it will reduce user resistance and increase the effectiveness of technology implementation.
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Román-Oyola, Rosa, Verónica Figueroa-Feliciano, Yoliannie Torres-Martínez, Jorge Torres-Vélez, Keyshla Encarnación-Pizarro, Samariz Fragoso-Pagán, and Luis Torres-Colón. "Play, Playfulness, and Self-Efficacy: Parental Experiences with Children on the Autism Spectrum." Occupational Therapy International 2018 (October 1, 2018): 1–10. http://dx.doi.org/10.1155/2018/4636780.

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Background. Play serves as an essential medium for parent-child interaction; however, engaging children with ASD through play can be a challenge for parents.Purpose. The purpose of this phenomenological study was to explore the perspectives of parents with children on the autism spectrum regarding play experiences and self-efficacy during play encounters.Method. Semistructured interviews were administered to 8 parents of children 3–7 years of age with ASD. The analysis was guided by the constant comparison method.Findings. Parental narratives denoted playful experiences reflecting components of Skard and Bundy’s model of playfulness. The facilitation of framing and suspension of reality were generally more challenging than facilitating intrinsic motivation and internal control. Participants associated self-efficacy during play with their perceived ability to interact with their child and with positive emotions experienced during play. Fathers generally derived a greater sense of self-efficacy from play encounters than mothers, and this was explained by differences in fathers’ and mothers’ motivations for playing. Mothers were motivated to play for outcome-oriented reasons (e.g., promote the child’s progress) whereas fathers’ motivations depicted greater emotional emphasis, reflecting a better match between motivation and perceived indicators of efficacy during play.Conclusion. The results suggest that a good match between motivation for playing and perceived indicators of efficacy during play is important for a parental sense of self-efficacy. Occupational therapists should utilize coaching strategies to increase parents’ understanding of play and playfulness and how they can affect a sense of parental self-efficacy.
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Ehlers, Diane K., and Jennifer L. Huberty. "Middle-Aged Women’s Preferred Theory-Based Features in Mobile Physical Activity Applications." Journal of Physical Activity and Health 11, no. 7 (September 2014): 1379–85. http://dx.doi.org/10.1123/jpah.2012-0435.

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Background:The purpose of this study was to describe which theory-based behavioral and technological features middle-aged women prefer to be included in a mobile application designed to help them adopt and maintain regular physical activity (PA).Methods:Women aged 30 to 64 years (N = 120) completed an online survey measuring their demographics and mobile PA application preferences. The survey was developed upon behavioral principles of Social Cognitive Theory, recent mobile app research, and technology adoption principles of the Unified Theory of Acceptance and Use of Technology. Frequencies were calculated and content analyses conducted to identify which features women most preferred.Results:Behavioral features that help women self-regulate their PA (PA tracking, goal-setting, progress monitoring) were most preferred. Technological features that enhance perceived effort expectancy and playfulness were most preferred. Many women reported the desire to interact and compete with others through the application.Conclusions:Theory-based PA self-regulation features and theory-based design features that improve perceived effort expectancy and playfulness may be most beneficial in a mobile PA application for middleaged women. Opportunities to interact with other people and the employment of social, game-like activities may also be attractive. Interdisciplinary engagement of experts in PA behavior change, technology adoption, and software development is needed.
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Suki, Norazah Mohd. "Modelling Factors Influencing Early Adopters’ Purchase Intention Towards Online Music." International Journal of Technology and Human Interaction 7, no. 4 (October 2011): 46–61. http://dx.doi.org/10.4018/jthi.2011100104.

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The Internet is an incredible technology, offering users a vast choice of new songs and catalogue that can be browsed, streamed or bought online. This paper aims to provide an explanation of factors influencing purchase intention of early adopters towards online music. An empirical survey was used to test the hypotheses. Data were collected from a total of 200 questionnaires distributed to early adopters of online music and were analysed using Structural Equation Modeling (SEM) via the Analysis of Moment Structure (AMOS 16) computer program. Results enumerate that perceived ease of use emerges as the important factor which affects perceived value among the respondents followed by perceived playfulness. Perceived value has the only significant impact on the purchase intentions towards online music. The paper rounds off with conclusions and an agenda for future research in this area.
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Williams, Alistair, Glyn Atwal, and Douglas Bryson. "Luxury craftsmanship – the emergent luxury beer market." British Food Journal 121, no. 2 (February 4, 2019): 359–70. http://dx.doi.org/10.1108/bfj-02-2018-0092.

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Purpose The purpose of this paper is to consider the design of experiential marketing strategies within the luxury beer category. Design/methodology/approach The research is exploratory in order to provide a broad, grounded starting point within the context of a changing luxury landscape. Findings Consumer responses to the craft beer consumption experience can be applied to the four dimensions of experiential value as defined by Mathwick et al. (2001): consumer return on investment; perceived excellence value; perceived playfulness; and perceived aesthetic value. Practical implications This analysis suggests that the degree to which a luxury beer brand is able to deliver experiential value will largely determine its market success. Originality/value This paper is the first to study experiential marketing within the context of the luxury beer category.
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유철우 and 최영찬. "The Structural Relationships between Loyalty, Identification, Perceived Playfulness, Trust and Interactivity in Internet Shopping Site." E-Business Studies 10, no. 3 (September 2009): 3–24. http://dx.doi.org/10.15719/geba.10.3.200909.3.

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Chung, Janine, and Felix B. Tan. "Antecedents of perceived playfulness: an exploratory study on user acceptance of general information-searching websites." Information & Management 41, no. 7 (September 2004): 869–81. http://dx.doi.org/10.1016/j.im.2003.08.016.

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Liao, Chechen, Yi-Jen Huang, Pui-Lai To, and Yu-Ting Lu. "Factors driving digital music purchases." Social Behavior and Personality: an international journal 45, no. 4 (May 7, 2017): 583–98. http://dx.doi.org/10.2224/sbp.5875.

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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.
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Tan, Felix B., and Jacky P. C. Chou. "The Relationship Between Mobile Service Quality, Perceived Technology Compatibility, and Users' Perceived Playfulness in the Context of Mobile Information and Entertainment Services." International Journal of Human-Computer Interaction 24, no. 7 (September 22, 2008): 649–71. http://dx.doi.org/10.1080/10447310802335581.

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Chyung, Yun-Joo. "The mediating effect of perceived stress on the relationship between adolescents’ playfulness and subjective well-being." Korean Journal of Child Psychotherapy 12, no. 1 (April 30, 2017): 23–42. http://dx.doi.org/10.23931/kacp.2017.12.1.23.

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Kuo, Nien-Te, Kuo-Chien Chang, Yi-Sung Cheng, and Jui-Chou Lin. "Effects of Tour Guide Interpretation and Tourist Satisfaction on Destination Loyalty in Taiwan’s Kinmen Battlefield Tourism: Perceived Playfulness and Perceived Flow as Moderators." Journal of Travel & Tourism Marketing 33, sup1 (May 12, 2015): 103–22. http://dx.doi.org/10.1080/10548408.2015.1008670.

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Marisse, K., and R. H. Dewi. "THE EFFECT OF SYSTEM QUALITY, INFORMATION QUALITY, AND PERCEIVED PLAYFULNESS ON THE USE OF TRANSPORTATION ONLINE APPLICATION." Russian Journal of Agricultural and Socio-Economic Sciences 108, no. 12 (December 28, 2020): 112–19. http://dx.doi.org/10.18551/rjoas.2020-12.14.

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Çelik, Hakan. "Influence of social norms, perceived playfulness and online shopping anxiety on customers' adoption of online retail shopping." International Journal of Retail & Distribution Management 39, no. 6 (May 10, 2011): 390–413. http://dx.doi.org/10.1108/09590551111137967.

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43

Joo, Young Ju, Hwayoung Yu, and Eugene Lim. "Structural Relationships among Technology Readiness, Perceived Usefulness, Ease of Use, Playfulness and Intention to Use e-Learning." Journal of Educational Studies 47, no. 2 (June 30, 2016): 53. http://dx.doi.org/10.15854/jes.2016.06.47.2.53.

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Huang, Tzu-Hao, Fen Liu, Li-Chen Chen, and Ching-Ching Tsai. "The acceptance and impact of Google Classroom integrating into a clinical pathology course for nursing students: A technology acceptance model approach." PLOS ONE 16, no. 3 (March 5, 2021): e0247819. http://dx.doi.org/10.1371/journal.pone.0247819.

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Background Google Classroom (GC) is a free web-based instructional platform rarely used for nursing student education. The acceptance, intention to use, and learning outcomes of GC remain unclear in Taiwan. We sought to identify the technology acceptance level and factors affection the intention to use GC. We also explored how integrating GC into traditional teaching affects learning satisfaction and academic achievement among nursing students in Taiwan. Methods In this randomized controlled study, based on a technology acceptance framework, 74 nursing students were randomly assigned in clusters to experimental (n = 39) and control (n = 35) groups during the spring semester of 2018. In Weeks 3–18, each member of the experimental group received one hour of traditional and GC teaching per week. The control group received two hours of traditional teaching per week. Both groups were asked to complete questionnaires to evaluate learning satisfaction and academic achievement during weeks 10 (mid-semester) and 18 (end-of-semester). The experimental group additionally completed technology acceptance questionnaires in both situations. Findings In the experimental group, the overall end-of-semester technology acceptance score was high (141.8 out of 155); their perceived ease of use, intention to use, and technology acceptance scores increased significantly compared to mid-semester (p<0.05). At the end-of-semester, perceived playfulness and perceived usefulness explained 63.5% of the variance in intention to use. Regardless of whether the assessment was administered mid-semester or at the end-of-semester, the experimental group had higher learning satisfaction and academic achievement scores than the control group. However, the degree of progress on learning satisfaction and academic achievement demonstrated no significant between-group differences. Conclusions The experimental group demonstrated high acceptance of GC. Playfulness and usefulness positively influenced nursing students’ intention to use GC. Blended learning—in combination with GC and traditional methods—resulted in similar learning satisfaction and academic achievement when compared to traditional learning. More research is needed to explore the effectiveness of blended learning through the GC platform with different courses and ethnic groups.
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Alwahaishi, Saleh, and Václav Snášel. "Modeling the Determinants Affecting Consumers’ Acceptance and Use of Information and Communications Technology." International Journal of E-Adoption 5, no. 2 (April 2013): 25–39. http://dx.doi.org/10.4018/jea.2013040103.

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Understanding individual acceptance and use of Information and Communication Technology (ICT) is one of the most mature streams of information systems research. In Information Technology and Information System research, numerous theories are used to understand users’ adoption of new technologies. Various models were developed including the Innovation Diffusion Theory, Theory of Reasoned Action, Theory of Planned Behavior, Technology Acceptance Model, and recently, the Unified Theory of Acceptance and Use of Technology. Each of these models has sought to identify the factors which influence consumers’ intention or actual use of information technology. This research composes a new hybrid theoretical framework to identify the factors affecting the acceptance and use of Mobile Internet -as an ICT application- in a consumer context. The proposed model incorporates eight constructs: Performance Expectancy, Effort Expectancy, Facilitating Conditions, Social Influences, Perceived Value, Perceived Playfulness, Attention Focus, and Behavioral intention. Individual differences—namely, age, gender, education, income, and experience are moderating the effects of these constructs on behavioral intention and technology use.
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Müller-Stewens, Jessica, Tobias Schlager, Gerald Häubl, and Andreas Herrmann. "Gamified Information Presentation and Consumer Adoption of Product Innovations." Journal of Marketing 81, no. 2 (March 2017): 8–24. http://dx.doi.org/10.1509/jm.15.0396.

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This research examines the effect of gamified information presentation—conveying information about a product innovation in the form of a game—on consumer adoption of that innovation. The key hypothesis is that gamified information presentation promotes consumer innovation adoption and that it does so through two parallel psychological processes—by increasing consumer playfulness, which stimulates curiosity about the innovation, and by enhancing the perceived vividness of information presentation, which increases the perceived advantage of the innovation relative to (less innovative) competing products. Evidence from seven studies, including two field experiments, supports this theorizing. The results also show that for gamified information presentation to increase innovation adoption, it is essential that the information is integrated into the game. These findings advance the understanding of the psychological forces that govern how consumers respond to receiving product information in the form of games, and they have important practical implications for how firms might use gamified information presentation to promote sales of new products.
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Tickle-Degnen, Linda, and Wendy Coster. "Therapeutic Interaction and the Management of Challenge during the Beginning Minutes of Sensory Integration Treatment." Occupational Therapy Journal of Research 15, no. 2 (April 1995): 122–41. http://dx.doi.org/10.1177/153944929501500205.

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In sensory integration treatment, the child and therapist manage challenging tasks in an interdependent process of action and response. This descriptive and relational study examined patterns of child-therapist action and interaction during the management of challenge in videotaped segments of the early minutes of treatment. Two dimensions emerged from these patterns: playfulness and task-orientation. Observer therapist judges perceived that a match between the task challenge and the child's ability was achieved when the child was working hard, showing initiative, and obviously enjoying the process. Simultaneously, the therapist was providing positive support, but not directly intervening to manipulate the child or the task. The validity of the measurement of challenge management is discussed.
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Han, Bo. "I Play, I Pay?" International Journal of Virtual Communities and Social Networking 4, no. 1 (January 2012): 19–31. http://dx.doi.org/10.4018/jvcsn.2012010102.

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The user’s willingness to pay has become one of the most important success factors of hedonic social network site new business models and social media marketing activities. In the current study, the author investigates the influential factors of the user’s willingness to pay from the hedonic system use theories and the social capital based view. The author finds that the user’s perceived playfulness, which is considered a critical factor by practitioners, has no significant positive effect on the user’s willingness to pay. Along with other findings, the author has a further discussion on the fun-based business model development. This study provides a theoretical foundation for the future HSNS economic value research and offers several implications to practitioners.
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Lee, Crystal T., and Sara H. Hsieh. "Engaging consumers in mobile instant messaging: the role of cute branded emoticons." Journal of Product & Brand Management 28, no. 7 (November 18, 2019): 849–63. http://dx.doi.org/10.1108/jpbm-08-2018-1997.

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Purpose With the rapid surge of mobile marketing, an increasing number of brands have launched branded emoticons in an attempt to build brand relationships with consumers. Despite the apparent promise of branded emoticon usage, there is only limited academic research on branded emoticons. This paper aims to build on impression management theory and the conceptualization of cuteness to investigate how the effect of cuteness in branded emoticon design influences perceived playfulness in mobile instant messaging (MIM) interaction and the creation of brand engagement in self-concept. Design/methodology/approach Consumers with usage experience of branded emoticons in MIM apps were recruited to complete an online survey. Partial least squares structural equation modelling was used to analyze the data. Findings Two facets of cuteness – kindchenschema cuteness and whimsical cuteness – can project a favourable social image to consumers that facilitates playfulness in social interaction and enhances brand engagement in self-concept, which leads to their willingness to purchase the brand and stickiness to the MIM apps. Originality/value The popularity of branded emoticons represents a new form of social interaction and an innovative way to build brand relationships. The present study is the first to examine the design aspects of branded emoticons and highlights that the cuteness of a branded emoticon may be a crucial factor in engaging consumers in MIM.
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Hackbarth, Gary, Varun Grover, and Mun Y. Yi. "Computer playfulness and anxiety: positive and negative mediators of the system experience effect on perceived ease of use." Information & Management 40, no. 3 (January 2003): 221–32. http://dx.doi.org/10.1016/s0378-7206(02)00006-x.

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