Many online game players spend inordinate amounts of time in their favorite virtual worlds. A large percentage of these players are teenagers who show behaviors normally associated with physical addiction. Parents, educators, and social scientists are therefore saying that online games are sources of social problems. The authors surveyed 174 Taiwanese college-age online players to collect data on the potential effects of online games on the quality of interpersonal relationships and levels of social anxiety. According to the results, the quality of interpersonal relationships decreased and the amount of social anxiety increased as the amount of time spent playing online games increased.
Consumer acceptance of technological innovations is crucial to marketing new products. According to the most influential model in this area, the Technology Acceptance Model (TAM), perceived usefulness (PU) and perceived ease of use (PEOU) determine users' behavioural intentions to use or purchase a system or product. In the specific context of network externalities, a sense of utility that arises from the number of users (NOU) is considered as important as technology-specific valuation. This study conducted an empirical survey to examine the effects of TAM and network externalities on the acceptance of Multimedia Messaging Services (MMS), an innovation in the field of mobile telecommunications. The results confirm the effectiveness of the TAM and find that network externalities effect affects users' acceptance to this mobile innovations. Accordingly, the TAM can be applied to predict consumer's acceptance to the mobile telecommunication innovations in the presence of network externalities.
This paper provides empirical results on relative impacts from product quality, service quality and experience quality on customer perceived value and intention to shop in the future, for a coffee shop market. Gilmore's (1999, 2000) framework of an experience economy generally assumes experience is a major contributor, compared with product and service, to a customer's perceived value. While an experience economy gets more attention in the retailing sector, few empirical studies have been done. This study tries to fill the gap and hypothesises that the relative impacts of the experience economy would be different over individual differences. Starbucks coffee shops were chosen as the target retailers. A questionnaire was used to collect both quantitative and qualitative data from 147 customers of Starbucks coffee in Taiwan. The evidence reveals that Pine and Gilmore's framework of an experience economy is not always true. The relative importance of product, service and experience changes over the income levels and the frequency of consumption. In addition, the findings also contribute some valuable insights to better use the model of the experience economy.
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