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  4. Why people play Wii? An extended IDT model with social influence and perceived risk
 
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Why people play Wii? An extended IDT model with social influence and perceived risk

Date Issued
2008
Date
2008
Author(s)
Lin, Tzu-Chao
URI
http://ntur.lib.ntu.edu.tw//handle/246246/179892
Abstract
In recent years, the game industry has been growing rapidly. In particular, innovative video games like motion-sensitive game consoles have recently received increasing popularity. The primary research question to be addressed in this research is “Why do people adopt the innovative game console?” We want to apply IDT (Innovation Diffusion Theory, Rogers, 1983, 2004) as our base model with perceived risk (Jocoby & Kaplan, 1972) and social influence (Moore and Benbasat, 1990). In our extend IDT, perceived risk mediate the effects of technological factors (perceived attributes of innovation) and social factors (social influence) onto use intention. Moreover, adopter categories moderate the relationships in our conceptual model. A preliminary version of a 49-item online questionnaire was developed. We asked 701 respondents on a gamers’ website and BBS to complete the online questionnaire. To achieve the purposes of our research and test the hypotheses, we employed the SPSS 14.0 (Statistical Package for the Social Sciences) and structural equation modeling (SEM) with LISREL to help us analyze the collected data. Our contribution to this research area is twofold. We explain 1) how the factors affect the people to adopt an innovation and 2) the factors that help people diffuse an innovation and reduce uncertainty about it. Finally, our research provides marketing managers with some suggestions about marketing strategies, such as audience segmentation (Rogers, 2005).
Subjects
IDT
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ntu-97-R95725048-1.pdf

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To permanently archive and promote researcher profiles and scholarly works, Library integrates the services of “NTU Repository” with “Academic Hub” to form NTU Scholars.

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