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    Acceptance of Mobile Technology in Hedonic Scenarios

    People and Computers XXIV Games are a Serious Business

    Proceedings of HCI 2010
    The 24th British HCI Group Annual Conference
    University of Abertay, Dundee, UK

    6 - 10 September 2010

    AUTHORS

    Marina Abad, Itxaso Diaz and Markel Vigo

    ABSTRACT

    This paper presents a novel acceptance model for scenarios in which people make use of mobile devices for leisure purposes. The use of mobile devices has such a dominant leisure component that user attitudes towards mobile adoption are strongly determined. Since hedonic aspects play a key role in mobile adoption, they are introduced through the constructs in the proposed Technology Acceptance Model (TAM). To validate the TAM, 79 teenagers took part in an outdoor event that aimed to foster creativity through the use of a mobile phone. Different features of the mobile phone were used by the teenagers to conduct interviews, communicate with peers, and orient themselves using the GPS, among other applications. The proposed TAM yielded successful results since a Principal Components Analysis (PCA) revealed that the constructs Perceived Usefulness, Perceived Ease of Use and Perceived Enjoyment determined Behavioural Intention, exhibiting a high variance of 60.2%. In addition, the explanatory power of the model reached R2=61%, which is considered strong.

    PAPER FORMATS

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