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My video game console is so cool! A coolness theory-based model for intention to use video game consoles

With the outbreak of COVID-19, the video game console market is thriving again. In this study, we attempted to explore users’ intention to use video game consoles by developing a causal model mainly based on coolness theory and the technology acceptance model. To better illustrate user experience fo...

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Detalles Bibliográficos
Autores principales: Nan, Dongyan, Lee, Haein, Kim, Yerin, Kim, Jang Hyun
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier Inc. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8716313/
https://www.ncbi.nlm.nih.gov/pubmed/34980931
http://dx.doi.org/10.1016/j.techfore.2021.121451
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author Nan, Dongyan
Lee, Haein
Kim, Yerin
Kim, Jang Hyun
author_facet Nan, Dongyan
Lee, Haein
Kim, Yerin
Kim, Jang Hyun
author_sort Nan, Dongyan
collection PubMed
description With the outbreak of COVID-19, the video game console market is thriving again. In this study, we attempted to explore users’ intention to use video game consoles by developing a causal model mainly based on coolness theory and the technology acceptance model. To better illustrate user experience for video game consoles, we added several concepts to the causal model, including hedonic motivation, system and service quality, perceived cost, and game variety. Through examining survey-based data from 360 Koreans, we discovered that the model had a high explanatory power for users’ intention to use video game consoles. The key findings were as follows: First, among the components of coolness theory, individuals’ attitude toward consoles was significantly related to subcultural appeal and originality, but not to attractiveness. Second, originality positively influenced subcultural appeal significantly. Overall, this study implied that the novel coolness theory is effective for exploring user experience regarding of specific devices and services.
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spelling pubmed-87163132021-12-30 My video game console is so cool! A coolness theory-based model for intention to use video game consoles Nan, Dongyan Lee, Haein Kim, Yerin Kim, Jang Hyun Technol Forecast Soc Change Article With the outbreak of COVID-19, the video game console market is thriving again. In this study, we attempted to explore users’ intention to use video game consoles by developing a causal model mainly based on coolness theory and the technology acceptance model. To better illustrate user experience for video game consoles, we added several concepts to the causal model, including hedonic motivation, system and service quality, perceived cost, and game variety. Through examining survey-based data from 360 Koreans, we discovered that the model had a high explanatory power for users’ intention to use video game consoles. The key findings were as follows: First, among the components of coolness theory, individuals’ attitude toward consoles was significantly related to subcultural appeal and originality, but not to attractiveness. Second, originality positively influenced subcultural appeal significantly. Overall, this study implied that the novel coolness theory is effective for exploring user experience regarding of specific devices and services. Elsevier Inc. 2022-03 2021-12-30 /pmc/articles/PMC8716313/ /pubmed/34980931 http://dx.doi.org/10.1016/j.techfore.2021.121451 Text en © 2021 Elsevier Inc. All rights reserved. Since January 2020 Elsevier has created a COVID-19 resource centre with free information in English and Mandarin on the novel coronavirus COVID-19. The COVID-19 resource centre is hosted on Elsevier Connect, the company's public news and information website. Elsevier hereby grants permission to make all its COVID-19-related research that is available on the COVID-19 resource centre - including this research content - immediately available in PubMed Central and other publicly funded repositories, such as the WHO COVID database with rights for unrestricted research re-use and analyses in any form or by any means with acknowledgement of the original source. These permissions are granted for free by Elsevier for as long as the COVID-19 resource centre remains active.
spellingShingle Article
Nan, Dongyan
Lee, Haein
Kim, Yerin
Kim, Jang Hyun
My video game console is so cool! A coolness theory-based model for intention to use video game consoles
title My video game console is so cool! A coolness theory-based model for intention to use video game consoles
title_full My video game console is so cool! A coolness theory-based model for intention to use video game consoles
title_fullStr My video game console is so cool! A coolness theory-based model for intention to use video game consoles
title_full_unstemmed My video game console is so cool! A coolness theory-based model for intention to use video game consoles
title_short My video game console is so cool! A coolness theory-based model for intention to use video game consoles
title_sort my video game console is so cool! a coolness theory-based model for intention to use video game consoles
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8716313/
https://www.ncbi.nlm.nih.gov/pubmed/34980931
http://dx.doi.org/10.1016/j.techfore.2021.121451
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