“…Perceived enjoyment is defined as the extent to which the activity of using computers is perceived to be enjoyable in its own right, apart from any performance consequences that may be anticipated (Alsabawy, Cater-Steel, & Soar, 2016;Davis et al, 1992;Moghavvemi, Sharabati, Paramanathan, & Rahin, 2017;Venkatesh & Davis, 2000). Hedonic motivations can be important both for the initial adoption of technology (Salehan, Kim, & Kim, 2017) and for intentions regarding continued use in post adoption models (Lowry, Gaskin, & Moody, 2015;Schwarz & Schwarz, 2014), as shown in the contexts of online shopping (Stafford & Stafford, 2001), streaming music (Chu & Lu, 2007) or videos (Kim, Na, & Ryu, 2007), experiencing virtual worlds (Wu, Li, & Rao, 2008), participating in public social networking or social blogging (Tscherning & Mathiassen, 2010). Thus, we theorize:…”