Letteratura scientifica selezionata sul tema "Perceived Playfulness"

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Articoli di riviste sul tema "Perceived Playfulness"

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Deny, Deny. "Faktor-Faktor yang Mempengaruhi Penggunaan BBM oleh Toko Online di Indonesia". Jurnal Riset Manajemen dan Bisnis (JRMB) Fakultas Ekonomi UNIAT 1, n. 2 (1 ottobre 2016): 93–104. http://dx.doi.org/10.36226/jrmb.v1i2.14.

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Abstract (sommario):
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, e Jun Yi Hsieh. "What Influences Internet-Based Learning?" Social Behavior and Personality: an international journal 39, n. 7 (1 agosto 2011): 887–96. http://dx.doi.org/10.2224/sbp.2011.39.7.887.

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Abstract (sommario):
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 e Endang Sriningsih. "Determinants of Attitudes of Computer Users: an Approach to the Technology Acceptance Model and Social Cognitive Theory". Webology 18, SI03 (13 gennaio 2021): 92–111. http://dx.doi.org/10.14704/web/v18si03/web18022.

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Abstract (sommario):
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, n. 2 (19 marzo 2018): 214–32. http://dx.doi.org/10.1108/ajim-09-2017-0207.

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Abstract (sommario):
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, e 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 e Chih-Cheng Chen. "Utilizing Technology Acceptance Model for Influences of Smartphone Addiction on Behavioural Intention". Mathematical Problems in Engineering 2021 (1 giugno 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, e 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, n. 24 (22 dicembre 2020): 225. http://dx.doi.org/10.3991/ijet.v15i24.19327.

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Abstract (sommario):
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 e Changsup Shim. "Experiential festival attributes, perceived value, satisfaction, and behavioral intention for Korean festivalgoers". Tourism and Hospitality Research 19, n. 2 (3 novembre 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 e Agus Sunarmo. "IMPLEMENTASI BRINETS TERHADAP KINERJA PEGAWAI DENGAN PERCEIVED ENJOYMENT DAN COMPUTER PLAYFULNESS SEBAGAI VARIABEL MODERATING". Jurnal Analisis Bisnis Ekonomi 15, n. 1 (27 aprile 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, e Muhsin Hazar. "Playfulness, perceived stress and coping with stress approaches in teacher candidates in various departments". Journal of Human Sciences 13, n. 3 (25 dicembre 2016): 5796. http://dx.doi.org/10.14687/jhs.v13i3.4348.

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Abstract (sommario):
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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Tesi sul tema "Perceived Playfulness"

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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/.

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Information privacy is a major concern for consumers adopting emerging technologies dependent on location-based services. This study sought to determine whether a relationship exists among factors of personalization, locatability, perceived playfulness, privacy concern and behavioral intention to disclose personal information for individuals using location-based, geosocial networking applications. Questionnaire responses from undergraduate students at a 4-year university provide insight into these relationships. Multiple regression results indicated that there was a statistically significant relationship between the four significant predictor variables and the dependent variable. Analysis of beta weights, structure coefficients, and commonality analysis shed light on the variance attributable to the predictor variables of the study. Findings provide understanding of the specific factors examined in the study and have implications for consumers, businesses, application designers, and policymakers. The results from this study contribute to an understanding of technology acceptance theory and offer insight into competing beliefs that may affect an individual’s behavioral intention to disclose personal information. Knowledge gained form the study may be useful for overcoming challenges related to consumer adoption of location-based services that require disclosure of personal information.
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Chang, Chia-Chun, e 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.

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Abstract (sommario):
碩士
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.
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LIN, KUAN-HSIU, e 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.

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Abstract (sommario):
碩士
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.
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Wen, Hua, e 溫樺. "An EEG Study of the Perceived Playfulness in Playing Mobile Game". Thesis, 2013. http://ndltd.ncl.edu.tw/handle/64126883729605587234.

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Abstract (sommario):
碩士
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.
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Lien, Guan-Jie, e 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.

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Abstract (sommario):
碩士
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.
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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.

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Abstract (sommario):
The convergence of mobile commerce and internet technologies has promised users unprecedented convenience and greater enjoyment. Over the past few years, the development of mobile information and entertainment services (MIES) has been phenomenal. Recently, research has been conducted into ways toward better acceptance of these services by users. However, many of these studies are technical driven, without discussing important end user needs. To understand users' perception associated with mobile information and entertainment services the author extended and empirically tested a new antecedent model of Perceived Playfulness an intrinsic motivator toward technology acceptance by users, based on previous research. It has been shown that user's Perceived Playfulness toward information technologies has a direct impact on his/her subsequent use. Using the new antecedent model of Perceived Playfulness, the author argues users' Autotelic Personality, Perceived Service Quality, Perceived Technology Compatibility, their Motivation for Using and tolerance of Social Influence affect their Perceived Playfulness when interacting with MIES. A questionnaire was administered to students in business and computing schools at Auckland University of Technology. The closed-ended questions within the questionnaire were used to validate the proposed research model. The data were analyzed using Partial Least Squares. Most of the proposed hypotheses were supported, rendering several significant findings in this thesis. In this study, it has been found that individuals who are more innovative and confident about using MIES are more likely to develop a positive image toward these services. They also value services that are useful and easy to use and demonstrate high enthusiasm for more personalized mobile services. More importantly, their perceptions toward MIES can be further reinforced if their mobile phone functionalities are highly compatible with these services. Therefore, service providers should strive to create a seamless MIES experience for users. Furthermore, given that mobile phones have their own strengths and limitations, the motivation behind user's choices of various applications becomes an important issue for service providers to consider. It has been shown that the importance of service attributes vary with user's motivations of using MIES. This study therefore focuses on several important end user issues which are not well explored in the research of mobile internet services. Overall, this study contributed to existing research into user s perception toward MIES as an information technology based on his/her intrinsic motivator. Several important antecedents have been identified to influence user's Perceived Playfulness in this context. Limitations and suggestions for future studies are considered at the end of this thesis. Implications are also discussed.
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Zhang, Heng-Ming, e 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.

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Abstract (sommario):
碩士
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.
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Tsai, Wei-Ling, e 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.

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Abstract (sommario):
碩士
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.
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Chen, Chien-hung, e 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.

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Abstract (sommario):
碩士
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.”
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CHEN, YI-CHUN, e 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.

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Abstract (sommario):
碩士
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.
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Capitoli di libri sul tema "Perceived Playfulness"

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Yeh, Ron Chuen, Yi-Chien Lin, Kuo-Hung Tseng, Pansy Chung, Shi-Jer Lou e 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.

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Suki, 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.

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Abstract (sommario):
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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Okazaki, 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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The rapid pace of adoption of Web-enabled mobile handsets in worldwide markets has become an increasingly important issue for information systems professionals. A recent survey indicates that the number of global mobile Internet adopters is expected to reach nearly 600 million by 2008 (Ipsos-Insight, 2004; Probe Group, 2004), while the number of Internet-connected mobile phones will exceed the number of Internet-connected PCs by 2005 (The Economist, 2001). Such drastic convergence of the Internet and the mobile handset has been led by Asian and Scandinavian countries, where penetration has been especially meteoric. For example, roughly 70 million people in Japan, or 55% of the population, have signed up for mobile Internet access, in comparison to 12% in the United States (Faiola, 2004; Greenspan, 2003). Consequently, mobile phones or Keitai have been converted into devices for surfing the Internet, and by 2004 monthly mobile spending per consumer exceeded 35 euro. Much of this success can be traced back to 1999, when NTT DoCoMo introduced the “i-mode” service. i-mode is a mobile service offering continuous Internet access based on packet-switching technology (Barnes & Huff, 2003). Through an i-mode handset, users can access a main micro-browser, which offers such typical services as e-mail, data search, instant messaging, Internet, and “i-menu.” The “i-menu” acts as a mobile portal that leads to approximately 4,100 official and 50,000 unofficial sites (NTT DoCoMo 2003). Many such mobile portal sites can thus be considered as a pull-type advertising platform, where consumers can satisfy diverse information needs. Several researchers have attempted to conceptualize the success of i-mode in comparison to WAP (Baldi & Thaung 2002) and in the light of the technology acceptance model (TAM) (Barnes & Huff 2003). Okazaki (2004) examined factors influencing consumer adoption of the i-mode pull-type advertising platform. However, there is a dearth of empirical research in this area, and especially in developing a model that captures the specific dimensions of mobile Internet adoption. In this respect, this study aims to propose a measurement scale of consumer perceptions of mobile portal sites. The present study adopts, as its principal framework, the attitudinal model suggested by Dabholkar (1994). This includes “ease of use,” “fun,” and “performance” as important determinants of attitude. These are often referred to as “ease of use,” “usefulness,” and “enjoyment” in, for example, the TAM proposed by Davis (1986; Davis, Bagozzi, & Warshaw, 1989, 1992). The relevant literature suggests that dimensions similar to “ease of use” and “fun” are important antecedents of new technology adoption. For example, Shih (2004) and Szymanski and Hise (2000) found “perceived ease of use” and “convenient,” respectively, as important antecedents of online behavior. Likewise, Moon and Kim (2001) found “perceived playfulness” to be a factor influencing WWW usage behavior, similar to the “fun” dimension. However, unlike earlier studies of m-commerce adoption, this study drops the third dimension of the TAM, “usefulness,” in favor of “performance,” because the former is appropriate only for tangible products, but not relevant for technology-based services (Dabholkar & Bagozzi, 2002). In contrast, “performance” represents a dimension that encompasses the reliabilit y and accuracy of the technology-based service, as perceived by the consumer (Dabholkar, 1994). These three dimensions capture customer perceptions, which would initiate the attitude-intention- behavior causal chain (Davis, 1986).
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