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題名 We "line" because we`re having fun
作者 梁定澎
Wu, Shelly Ping Ju
Liang, Tingpeng
Tien, Chiaoyi
貢獻者 資管系
日期 2014-06
上傳時間 16-八月-2017 16:55:41 (UTC+8)
摘要 As smartphones become more and more popular, uses of social media on mobile devices have grown explosively. Previous studies have investigated usage behaviors of social networks in various ways, but few of them emphasized the activities on smartphones and social applications. In this study, we develop a research framework based on the network externalities and cognitive absorption to explain users` actual utilization and satisfaction of a popular social mobile messaging app in Asia: LINE. Two different contexts - information sharing and game playing were examined in this research. We tested our research model using 331 data collected via online survey and we found that (1) network externalities (the number of peers) had a positive effect on an individual`s actual usage; (2) cognitive absorption positively affected an individual`s actual usage of and satisfaction toward LINE; (3) LINE users` actual utilization had a significant impact on their satisfaction; (4) LINE users` intrinsic motivation (measured by cognitive absorption) is more important than extrinsic motivation (measured by network externalities); and (5) tasks with higher hedonic motives such as game playing may be a stronger trigger of LINE users` actual utilization.
關聯 Proceedings - Pacific Asia Conference on Information Systems, PACIS 2014
18th Pacific Asia Conference on Information Systems, PACIS 2014; Chengdu; China; 24 June 2014 到 28 June 2014; 代碼 111846
資料類型 conference
dc.contributor 資管系zh_Tw
dc.creator (作者) 梁定澎zh_TW
dc.creator (作者) Wu, Shelly Ping Juen_US
dc.creator (作者) Liang, Tingpengen_US
dc.creator (作者) Tien, Chiaoyien_US
dc.date (日期) 2014-06en_US
dc.date.accessioned 16-八月-2017 16:55:41 (UTC+8)-
dc.date.available 16-八月-2017 16:55:41 (UTC+8)-
dc.date.issued (上傳時間) 16-八月-2017 16:55:41 (UTC+8)-
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/111980-
dc.description.abstract (摘要) As smartphones become more and more popular, uses of social media on mobile devices have grown explosively. Previous studies have investigated usage behaviors of social networks in various ways, but few of them emphasized the activities on smartphones and social applications. In this study, we develop a research framework based on the network externalities and cognitive absorption to explain users` actual utilization and satisfaction of a popular social mobile messaging app in Asia: LINE. Two different contexts - information sharing and game playing were examined in this research. We tested our research model using 331 data collected via online survey and we found that (1) network externalities (the number of peers) had a positive effect on an individual`s actual usage; (2) cognitive absorption positively affected an individual`s actual usage of and satisfaction toward LINE; (3) LINE users` actual utilization had a significant impact on their satisfaction; (4) LINE users` intrinsic motivation (measured by cognitive absorption) is more important than extrinsic motivation (measured by network externalities); and (5) tasks with higher hedonic motives such as game playing may be a stronger trigger of LINE users` actual utilization.en_US
dc.format.extent 369126 bytes-
dc.format.mimetype application/pdf-
dc.relation (關聯) Proceedings - Pacific Asia Conference on Information Systems, PACIS 2014en_US
dc.relation (關聯) 18th Pacific Asia Conference on Information Systems, PACIS 2014; Chengdu; China; 24 June 2014 到 28 June 2014; 代碼 111846zh_TW
dc.title (題名) We "line" because we`re having funen_US
dc.type (資料類型) conference