We explored the antecedents of mobile coupon use based on acquisition-transaction utility theory (Lichtenstein, Netemeyer, & Burton, 1990) and the technology acceptance model (TAM; Davis, 1989). We analyzed data collected from 365 mobile phone users in Taiwan and developed a theoretical and empirical model. The results indicate that consumers with a higher degree of coupon proneness are more likely to recognize the usefulness of mobile coupons, and have more positive attitudes and behavioral intention toward coupon use. Both consumers' perceived usefulness and attitudes toward use appeared to have an equal and positive impact on their behavioral intention to use.
In this study, we discussed the antecedents of online game adoption based on the technology acceptance model. A total of 303 valid questionnaires were collected and hypotheses were tested using structural equation modeling. Results showed that telepresence positively influences parasocial
interaction, perceived usefulness (PU), perceived ease of use (PEU), and perceived playfulness (PP). Parasocial interaction was found to have a positive impact on subjective norms (SN), PU, and PP. In addition, SN positively influenced image (Im) and PEU positively influenced PU and PP. Finally,
behavioral intention to use (BIU) online games was found to be positively affected by SN, PU, PEU, and PP.
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