Open Access Open Access  Restricted Access Subscription Access
Open Access Open Access Open Access  Restricted Access Restricted Access Subscription Access

An Empirical Analysis on Factors Influencing to Adopt Mobile Games in India:A Study Conducted on Smart Phone Users


Affiliations
1 Department of Management & Social Science, Haldia Institute of Technology, West Bengal, India
     

   Subscribe/Renew Journal


The reason for this examination is to inspect the variables influencing people to receive mobile games in India. The people examined are the cell phone clients in India. This examination was a cross-sectional investigation. The essential information had been dispersed to 360 target respondents among the 4 metro cities in India. After the evacuation of aggregate 68 inadequate cases, there were 292 valuable cases at last, which giving the aggregate react rate of 81.11%. The information investigation method is Multiple Regression Analysis which was utilized to test the information gathered.

The discoveries of this investigation prescribed that ease of use, usefulness and social influence are all decidedly and fundamentally related with the cell phone clients’ purchase intention to embrace mobile games in India. In any case, enjoyment was found to have positive relationship with cell phone clients’ adoption; however it does not critical in clarifying the cell phone clients’ buying intention to receive mobile games. Besides, social influence is the most grounded determinant of clients’ adoption to receive mobile game in India among other factors.

By and by, the discoveries were restricted as this investigation is just engaged in India. In light of the discoveries, mobile game engineers ought to design progressively valuable highlights amusements and manufacture client faithfulness to enhance the reception of mobile games.


Keywords

Mobile Game, Usefulness, Social Influence, Ease of Use, Enjoyment, Adoption.
Subscription Login to verify subscription
User
Notifications
Font Size


  • Browne, K., & Anand, C. (2012). An empirical evaluation of user interfaces for a mobile video game. Entertainment Computing, 1-10.
  • Choy, J. Y., & Ng, C. S. (2011). Consumers’ perceived quality, perceived vue and perceived risk towards purchase decision on automobile. American Journal of Economics and Business Administration,3, 47-57.
  • Ha, I., Yoon, Y., & Choi, M. (2007). Determinants of adoption of mobile games under mobile broadband wireless access environment. Information & Management, 44, 276-286.
  • Hong, S. J., Thong, J. Y. L., Moon, J.-Y., & Tam, K. Y. (2008). Understanding the behavior of mobile data services consumers. Information Systems Frontiers, 10(4), 431-445.
  • Igbaria, M., & Iivari, J. (1995). The effects of self-efficacy on computer usage. Omega, Elsevier, 23(6), 587-605, December.
  • Iqbal, S., & Qureshi, I. A. (2012). M-Learning adoption: A perspective from a developing country. The International Review of Research in Open and Distance Learning, 13(3), 147-164.
  • Kim, J., Ma, Y. J., & Park, J. (2009). Are US consumers ready to adopt mobile technology for fashion goods?: An integrated theoretical approach. Journal of Fashion Marketing and Management: An International Journal, 13(2), 215-230.
  • Kim, K. Y., Kim, G. M., & Kil, E. S. (2009). Measuring the compatibility factors in mobile entertainment service adoption. The Journal of Computer Information System, 141-148.
  • Kim, S., & Garrison, G. (2009). Investigating mobile wireless technology adoption: An extension of the technology acceptance model. Inf Syst Front, 323-333.
  • Liang, T. P., & Yeh, Y. H. (2008). Situational effects on the usage intention of mobile games. Desgining E-Business Systems, 14-24.
  • Wessels, L., & Drennan, J. (2010). An investigation of consumer acceptance of M-banking. International Journal of Bank Marketing, 28(7), 547-568.
  • Liu, Y., & Li, H. (2010). Exploring the impact of use context on mobile hedonic services adoption: An empirical study on mobile gaming in China. Computers in Human Behavior, 27, 890-898.
  • Liu, Y., & Li, H. (2010). Mobile internet diffusion in China: An empirical study. Industrial Management & Data Systems, 110(3), 309-324.
  • Nunnally, J. C. (1978). The psychology of reading (2nd ed.). New York: McGraw-Hill.
  • Pedersen, P. E., & Nysveen, H. (2003). Usefulness and Self-Expressiveness: Extending TAM to explain the Adoption of a mobile parking Services’, In Proceeding of 16th Beld eCommerce Conference, Bled, Slovenia, June 9-11.
  • Penttinen, E., Rossi, M., & Tuunainen, V. K. (2010). Mobile games: Analyzing the needs and values of the consumers. Journal of Information Technology Theory and Application, 5-22.
  • Selamat, Z., Jaffar, N., & Ong, H. B. (2009). Technology acceptance in Malaysian banking industry. European Journal of Economics, Finance and Administrative Sciences, 17, 143-155.
  • Tiffany, K. (2013, June 10). Mobile game developers look for new ways to keep users interested. Retrieved October 15, 2018, from Daily Tech: http://www.dailytech.com/Mobile+Game+Developers+Look+for+New+Ways+to+Keep+Users+Interested/article31722.htm
  • Venkatesh, V., & Davis, F. (2000). Determinants of perceived ease of use: Integrating control, intrinsic, motivation, and emotion into the technology acceptance model. Information Systems Research, 342.
  • Yang, K. (2010). Determinants of US consumers mobile shopping services adoption. Journal of Consumer Marketing, 262-270.

Abstract Views: 349

PDF Views: 0




  • An Empirical Analysis on Factors Influencing to Adopt Mobile Games in India:A Study Conducted on Smart Phone Users

Abstract Views: 349  |  PDF Views: 0

Authors

Debarun Chakraborty
Department of Management & Social Science, Haldia Institute of Technology, West Bengal, India

Abstract


The reason for this examination is to inspect the variables influencing people to receive mobile games in India. The people examined are the cell phone clients in India. This examination was a cross-sectional investigation. The essential information had been dispersed to 360 target respondents among the 4 metro cities in India. After the evacuation of aggregate 68 inadequate cases, there were 292 valuable cases at last, which giving the aggregate react rate of 81.11%. The information investigation method is Multiple Regression Analysis which was utilized to test the information gathered.

The discoveries of this investigation prescribed that ease of use, usefulness and social influence are all decidedly and fundamentally related with the cell phone clients’ purchase intention to embrace mobile games in India. In any case, enjoyment was found to have positive relationship with cell phone clients’ adoption; however it does not critical in clarifying the cell phone clients’ buying intention to receive mobile games. Besides, social influence is the most grounded determinant of clients’ adoption to receive mobile game in India among other factors.

By and by, the discoveries were restricted as this investigation is just engaged in India. In light of the discoveries, mobile game engineers ought to design progressively valuable highlights amusements and manufacture client faithfulness to enhance the reception of mobile games.


Keywords


Mobile Game, Usefulness, Social Influence, Ease of Use, Enjoyment, Adoption.

References