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


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

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

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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