Abstract
In this study, we advance current knowledge on IS usage behavior by introducing the concepts of time, location, social, and technological use in perceived use context. We develop an instrument to verify the effects of use context on intention-to-use game services. We find that contextual factors of perceived use context (i.e., perceived time use, perceived location use, perceived social use, and perceived technological use) influence users’ behavioral beliefs (i.e., perceived usefulness and perceived ease of use), which leads to their subsequent attitude and behavioral intention toward using game services. Grounded in our findings, key implications for theory and practice are discussed.
Original language | English |
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Article number | 103155 |
Journal | Information and Management |
Volume | 56 |
Issue number | 7 |
DOIs | |
Publication status | Published - Nov 2019 |
Keywords
- Activity theory
- Activity-centric view
- Digital service
- Game
- Use behavior
- Use context
ASJC Scopus subject areas
- Management Information Systems
- Information Systems
- Information Systems and Management