Traditional TAM research primarily focuses on utilitarian systems where extrinsic motivations chiefly explain and predict acceptance. We propose a theoretical model, ISAM, which explains the role of intrinsic motivations in building the user attention that leads to hedonic system acceptance. ISAM combines several theories with TAM to explain how interactivity acts as a stimulus in hedonic contexts—fostering curiosity, enjoyment, and the full immersion of cognitive resources. Two experiments involving over 700 participants validated ISAM as a useful model for explaining and predicting hedonic system acceptance. Immersion and PE are shown to be the primary predictors of behavioral intention to use hedonic systems. Unlike traditional utilitari...
Social Network Sites (SNS) are a rapidly growing phenomenon. Despite considerable growth in the numb...
Second Life is a 3-D multi-user virtual environment which has gained wide spread popularity amongst ...
Much of the promise implicit in virtual worlds depends on a critical mass of virtual world users, ma...
Traditional TAM research primarily focuses on utilitarian systems where extrinsic motivations chiefl...
Hedonic-motivation systems (HMS)—systems used primarily to fulfill users’ intrinsic motivations—are ...
Hedonic-motivation systems (HMS)-systems used primarily to fulfill users\u27 intrinsic motivations-a...
Hedonic-motivation systems (HMS)-systems used primarily to fulfill users' intrinsic motivations-are ...
While many studies have found that perceived usefulness—an extrinsic motivator—is the strongest dete...
This study reports on a meta-analytic investigation of the effects of intrinsic, extrinsic, hedonic ...
Hedonic systems represent a multibillion-dollar industry and play an important role in how people re...
Davis’ Technology Acceptance Model (TAM) remains a dominant model that is used extensively for addre...
This paper studies the differences in user acceptance models for productivity-oriented (or utilitari...
Users strive for a more complete and satisfying experience with IS (Information Systems); an experie...
Phenomena such as engagement, attention and curiosity rely heavily on the “optimal-level of stimulat...
Causality is critical for our understanding of user technology acceptance. However, findings regardi...
Social Network Sites (SNS) are a rapidly growing phenomenon. Despite considerable growth in the numb...
Second Life is a 3-D multi-user virtual environment which has gained wide spread popularity amongst ...
Much of the promise implicit in virtual worlds depends on a critical mass of virtual world users, ma...
Traditional TAM research primarily focuses on utilitarian systems where extrinsic motivations chiefl...
Hedonic-motivation systems (HMS)—systems used primarily to fulfill users’ intrinsic motivations—are ...
Hedonic-motivation systems (HMS)-systems used primarily to fulfill users\u27 intrinsic motivations-a...
Hedonic-motivation systems (HMS)-systems used primarily to fulfill users' intrinsic motivations-are ...
While many studies have found that perceived usefulness—an extrinsic motivator—is the strongest dete...
This study reports on a meta-analytic investigation of the effects of intrinsic, extrinsic, hedonic ...
Hedonic systems represent a multibillion-dollar industry and play an important role in how people re...
Davis’ Technology Acceptance Model (TAM) remains a dominant model that is used extensively for addre...
This paper studies the differences in user acceptance models for productivity-oriented (or utilitari...
Users strive for a more complete and satisfying experience with IS (Information Systems); an experie...
Phenomena such as engagement, attention and curiosity rely heavily on the “optimal-level of stimulat...
Causality is critical for our understanding of user technology acceptance. However, findings regardi...
Social Network Sites (SNS) are a rapidly growing phenomenon. Despite considerable growth in the numb...
Second Life is a 3-D multi-user virtual environment which has gained wide spread popularity amongst ...
Much of the promise implicit in virtual worlds depends on a critical mass of virtual world users, ma...