Ever since the first games launched in the 1970s, the rapid growth of the video games market has successfully attracted more and more purchasers. In this study, we use Nintendo Switch as a case study to examine the extended technology acceptance model (TAM), which integrates the factors of Perceived Playfulness and Compatibility to determine their relevance in the usage behavior. A total of 266 questionnaires were obtained using snowball sampling and analyzed using the Structural Equation Modeling (SEM). The study results revealed that the expanded TAM model can be effectively used in this context and it also showed a good fit for the proposed model from the data analyzed. Attitude explained an R2 of 0.85, which indicates that 85% of the va...
Abstract: The paper presents the design and the results of a project studying the adoption of mobile...
This paper describes the effect of attitudes to new technology on user experience in two different d...
The electronic games market is one of the most profitable in the leisure segment, having surpassed t...
Part 6: Decision Making and Knowledge ManagementInternational audienceMobile games have become very ...
100學年度沈俊毅升等參考著作[[abstract]]This study analyzed students' self-report on their intention to use an ub...
This study aims to analyze the factors in mobile game adoption that are influenced by game features ...
Attaining players has long been a focus of mobile gaming research, however, post-adoption behavior s...
Abstract: Technology Acceptance Model was developed in order to describe therelationship between use...
[[abstract]]Along the economic growth, and the change of our living community, to cope with this cha...
The aim of this study is to investigate the underlying factors that could lead to customer intention...
WOS: 000444136100002This study aims to understand the factors affecting the attitude towards and ado...
This study aims to understand the factors affecting the attitude towards and adoption of gamified sy...
The emergence of mobile technologies such as smartphones and tablets has given rise to the mobile ap...
User-centered design of digital games calls for a clear understanding of the mind and the thinking o...
Educational games (EG) seem to have lots of potential due to digital games popularity and preference...
Abstract: The paper presents the design and the results of a project studying the adoption of mobile...
This paper describes the effect of attitudes to new technology on user experience in two different d...
The electronic games market is one of the most profitable in the leisure segment, having surpassed t...
Part 6: Decision Making and Knowledge ManagementInternational audienceMobile games have become very ...
100學年度沈俊毅升等參考著作[[abstract]]This study analyzed students' self-report on their intention to use an ub...
This study aims to analyze the factors in mobile game adoption that are influenced by game features ...
Attaining players has long been a focus of mobile gaming research, however, post-adoption behavior s...
Abstract: Technology Acceptance Model was developed in order to describe therelationship between use...
[[abstract]]Along the economic growth, and the change of our living community, to cope with this cha...
The aim of this study is to investigate the underlying factors that could lead to customer intention...
WOS: 000444136100002This study aims to understand the factors affecting the attitude towards and ado...
This study aims to understand the factors affecting the attitude towards and adoption of gamified sy...
The emergence of mobile technologies such as smartphones and tablets has given rise to the mobile ap...
User-centered design of digital games calls for a clear understanding of the mind and the thinking o...
Educational games (EG) seem to have lots of potential due to digital games popularity and preference...
Abstract: The paper presents the design and the results of a project studying the adoption of mobile...
This paper describes the effect of attitudes to new technology on user experience in two different d...
The electronic games market is one of the most profitable in the leisure segment, having surpassed t...