The integration of video games in family-life dynamics An adapted technology acceptance model of family intention to consume video games

被引:32
作者
Bassiouni, Dina H. [1 ]
Hackley, Chris [2 ]
Meshreki, Hakim [1 ]
机构
[1] Amer Univ Cairo, Sch Business, Cairo, Egypt
[2] Royal Holloway Univ London, Sch Business & Management, Egham, Surrey, England
关键词
Decision making; Social inclusion; Behavioural theories; Computer games; Structural equation modelling; Technology acceptance model (TAM); PLAY ONLINE GAMES; INFORMATION-TECHNOLOGY; USER ACCEPTANCE; INTRINSIC MOTIVATION; PLANNED BEHAVIOR; SOCIAL-INFLUENCE; PERCEIVED EASE; EXTENSION; TAM; CONVENIENCE;
D O I
10.1108/ITP-11-2017-0375
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
Purpose Empirical studies using the technology acceptance model (TAM) have mainly focussed on utilitarian technologies. The purpose of this paper is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game acceptance within households. Design/methodology/approach This paper proposes a new and unique adaptation of the TAM to study the acceptance of hedonic technologies in the context of parents'/carers' acceptance and integration of video games within family-life dynamics. This adaptation of the TAM attempts to shed light on the social influences and intrinsic motivations behind parents' and carers' intentions to purchase video games for their children's consumption. Findings The usefulness of video games lies in how enjoyable and entertaining they are, and this seems to be influenced by the convenience and ease of use that ultimately affects the behavioural intention towards video games. Convenience of use brings in social influences on perceived enjoyment and on parents' actual behaviour towards video games. Some social influences seem to play a direct role in affecting children's behaviour towards video games. Research limitations/implications - The authors acknowledge that using Facebook as a tool for data collection has limitations attributed to selection bias. Another limitation is not giving voice to the children to account for their own subjective experience of video games and relying on their parents' perceptions on the matter. Social implications - This study advocated extending TAM within a hedonic framework in the context of examining parents'/carers' acceptance of video games, while re-validating past theories of TAM and introducing new contextual variables adapted to address hedonic technologies. Originality/value Empirical studies using TAM have focussed on the utilitarian nature of technologies and very few considered hedonic technologies. This study's key contribution to research lies in explaining the effects of parents' perceived enjoyment, ease of use and convenience on the intention to purchase and play video games. The findings feed into work on the ethics and developmental issues around the marketing of video games to and for children.
引用
收藏
页码:1376 / 1396
页数:21
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