Capturing Global Youth: Mobile Gaming in the U.S., Spain, and the Czech Republic

Authors

OKAZAKI Shintaro ŠKAPA Radoslav GRANDE Ildefonso

Year of publication 2008
Type Article in Periodical
Magazine / Source Journal of Computer-Mediated Communication
MU Faculty or unit

Faculty of Economics and Administration

Citation
Web http://www3.interscience.wiley.com/journal/121394414/abstract
Field Management and administrative
Keywords Cross-country study; Experiential value; Global youth; Mobile games; Technology adoption
Description We adapt the technology acceptance model (TAM) to examine the factors influencing mobile gaming adoption among "global youth." Our model replaces usefulness with convenience, incorporating visual appeal and escapism as of fun, and perceived novelty and economic value as antecedents of convenience. Questionnaire surveys were conducted in the U.S., Spain, and the Czech Republic, producing 432 usable responses. In the structural model assessment with the pooled sample, convenience exercises greater effects on attitude toward mobile games than fun, suggesting that the most important driver is probably the capability of being used flexibly at any time and in any place, rather than mere enjoyment. Tests of latent means suggest that most dimensions are perceived more strongly in the Czech Republic.

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