Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/65974
DC FieldValueLanguage
dc.contributor資管系en_US
dc.creator梁定澎zh_TW
dc.creatorLiang, Ting-Peng ; Yeh, Yi-Hsuanen_US
dc.date2011.12en_US
dc.date.accessioned2014-05-12T08:42:55Z-
dc.date.available2014-05-12T08:42:55Z-
dc.date.issued2014-05-12T08:42:55Z-
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/65974-
dc.description.abstractAs mobile services become more popular and people can use them virtually anywhere, research on the effect of use contexts is gaining more attention. This research presents results from a study of continuous use of mobile services in different use contexts as defined by task and consumption place. Using mobile games as an example, the authors proposed a research model that augments current technology adoption theories to fit the hedonic nature of mobile games. The results from conducting an online survey indicate that contextual factors have significant moderating effect on the intention to play mobile games. The diverse lifestyles of users also have different attitudes and concerns regarding using mobile services. The findings suggest that service providers need to take into account the impact of use contexts and the needs of specific users when they design mobile services.en_US
dc.format.extent335732 bytes-
dc.format.mimetypeapplication/pdf-
dc.language.isoen_US-
dc.relationPersonal and Ubiquitous Computing, 15(2), 187-196en_US
dc.titleEffect of use contexts on the continuous use of mobile services – the case of mobile gamesen_US
dc.typearticleen
item.openairetypearticle-
item.cerifentitytypePublications-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.fulltextWith Fulltext-
item.grantfulltextrestricted-
item.languageiso639-1en_US-
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