2005
DOI: 10.2753/mis0742-1222220305
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Moderating Effects of Task Type on Wireless Technology Acceptance

Abstract: The technology acceptance model (TAM) is one of the most widely used models of information technology (IT) adoption. According to TAM, IT adoption is influenced by two perceptions: usefulness and ease of use. In this study, we extend TAM to the mobile commerce context. We categorize the tasks performed on wireless handheld devices into three categories: (1) general tasks that do not involve transactions and gaming, (2) gaming tasks, and (3) transactional tasks. We propose a unified conceptual model for wireles… Show more

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Cited by 244 publications
(152 citation statements)
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References 39 publications
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“…By drawing from the database of a national survey of 910 U.S households, reference [9] analyzed both the rate (the number of hours of computer use in a typical week) and the variety (a checklist of 17 different uses) of the use of computers. In another survey of 101 working adults using mobile internet, reference [10] classifies all on-line tasks performed into three categories including gaming, transactions, and general tasks that do not involve transactions and gaming. In a more recent survey of 276 Wi-Fi users in Hong Kong, reference [11] found that half of the respondents have used mobile internet for more than two years and used it over four hours a day; over one third of them use mobile internet for e-mail checking and information search, and other online activities include gaming (39%), transactions (32%), shopping (30%) and investment (21%).…”
Section: Post-adoption Behaviormentioning
confidence: 99%
“…By drawing from the database of a national survey of 910 U.S households, reference [9] analyzed both the rate (the number of hours of computer use in a typical week) and the variety (a checklist of 17 different uses) of the use of computers. In another survey of 101 working adults using mobile internet, reference [10] classifies all on-line tasks performed into three categories including gaming, transactions, and general tasks that do not involve transactions and gaming. In a more recent survey of 276 Wi-Fi users in Hong Kong, reference [11] found that half of the respondents have used mobile internet for more than two years and used it over four hours a day; over one third of them use mobile internet for e-mail checking and information search, and other online activities include gaming (39%), transactions (32%), shopping (30%) and investment (21%).…”
Section: Post-adoption Behaviormentioning
confidence: 99%
“…Empirical work establishes numerical measures of these quantities and tests the model for predictive power, with data collected for individual ICT applications at a specific time and context (Chau and Tam 1997;Cho 2006;Fang et al 2005;Mun et al 2006;Venkatesh and Davis 2000). The research based on the technology adoption model is typical of this type of research.…”
Section: Expresses This As Followsmentioning
confidence: 99%
“…The standard methodology for the empirical work in TAM studies is to set up a study that seeks to explain "a specific behavior (usage) toward a specific target [IS application] within a specific context [organizational situation]" . Typically users are introduced or trained to use a new IS application and then a questionnaire is administered to find out their intentions for adoption (Cho 2006;Fang et al 2005;Mun et al 2006;Venkatesh and Davis 2000). Many of the variables, both independent and dependent, tested in this way are constructs largely based on self assessment.…”
Section: Expresses This As Followsmentioning
confidence: 99%
“…In their study of four mobile services, Nysveen et al [5] found enjoyment plays an important role in determining user acceptance of these services. Fang et al [6] categorized mobile tasks that can be performed on handheld devices into three broad types: general task, transactional task and gaming task. They found Perceived Playfulness was significant when users perform gaming tasks.…”
Section: Perceived Playfulnessmentioning
confidence: 99%
“…To better understand users' acceptance of MIES, we argue that it is equally important to examine an intrinsic motivator "Perceived Playfulness". Several studies have demonstrated the importance of this construct especially in the wider internet context [4] as well as mobile internet services [5,6]. This construct was proposed by Moon and Kim [7] based on the theory of flow.…”
Section: Introductionmentioning
confidence: 99%