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Pei-Hsin Lin

Other affiliations: National Taiwan University
Bio: Pei-Hsin Lin is an academic researcher from National Taiwan Normal University. The author has contributed to research in topics: Technology acceptance model & Continuance. The author has an hindex of 3, co-authored 3 publications receiving 201 citations. Previous affiliations of Pei-Hsin Lin include National Taiwan University.

Papers
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Journal ArticleDOI
TL;DR: It is found that consumers feel more satisfied with the usefulness of a smartwatch than enjoyment/joy, which implies that users' continuance intention not only hinges on perceived values, but also on consumer innovativeness.

261 citations

Journal ArticleDOI
TL;DR: The results indicated that the research participants' gameplay self-efficacy affected their perceived hedonic values and was mediated by the perceived ease of playing the game increased their intention to visit the digital archives of the natural science museum.
Abstract: Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of ''learning for playing'' (i.e., players who want to win will study more), the digital archaeology game contest aims at attracting students to visit the natural science digital museum. In the game, researchers (players) reorient the artifacts, structures and architectures through excavation and assemblages to understand the world of natural science based on the saliency-based model. To examine whether this game prompts learners to visit the natural science digital museum to acquire knowledge, 80 students from three high schools were recruited and grouped into 40 pairs to compete against each other. After the contest, questionnaires were collected and analyzed using confirmatory factor analysis with structural equation modeling. The results indicated that the research participants' gameplay self-efficacy affected their perceived hedonic values and was mediated by the perceived ease of playing the game increased their intention to visit the digital archives of the natural science museum. The implications of this study could be used for promotion of digital archives or other digital museums.

21 citations

Journal ArticleDOI
TL;DR: The results of this study suggest if the game design emphasizes on learning retention, solitary game is recommended for higher grade students, whereas, game design for hedonic values, then Heart Attack type is recommended.
Abstract: Most educational games require high speed process; they require fast recognitions and accurate hand-eye coordination to play. Under this constraint, Dual Process theory (DPT) indicated players have different levels of cognitive process over different games which affect their mood. Csikszentmihalyi highlighted that a flow experience is the essential psychological effect on mood and cognitive process. According to DPT, how students engage in different game design will affect their learning retention effects. The flow experiences were examined in this study in relation to Solitary and Heart Attack games of San Zi Jing (a Chinese educational poem). The present study was implemented with a sample of 209 5th and 6th grade elementary school students. The students were assigned with one of the games randomly. The results indicated that in terms of flow experiences, Heart Attack group was significantly higher than that of the Solitary group; secondly, solitary game showed a better retention rate than Heart Attack game did after one month; even though the retention rate of both type games have slight loose after one month. The results of this study suggest if the game design emphasizes on learning retention, solitary game is recommended for higher grade students. Whereas, game design for hedonic values, then Heart Attack type is recommended. Future studies may focus on additional contents and establish more trials to examine the effects of flow experiences and engagement effects.

16 citations


Cited by
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01 Nov 2000
TL;DR: This study introduces playfulness as a new factor that reflects the user’s intrinsic belief in WWW acceptance and extends and empirically validate the Technology Acceptance Model (TAM) for the WWW context.
Abstract: Ease of use and usefulness are believed to be fundamental in determining the acceptance and use of various, corporate ITs. These beliefs, however, may not explain the user’s behavior toward newly emerging ITs, such as the World-Wide-Web (WWW). In this study, we introduce playfulness as a new factor that reflects the user’s intrinsic belief in WWW acceptance. Using it as an intrinsic motivation factor, we extend and empirically validate the Technology Acceptance Model (TAM) for the WWW context. # 2001 Elsevier Science B.V. All rights reserved.

360 citations

Journal ArticleDOI
TL;DR: The findings indicate that the most important drivers of continuance intention of mobile apps are satisfaction, habit, performance expectancy, and effort expectancy.
Abstract: The use of mobile applications (apps) has been growing in the world of technology, a phenomenon related to the increasing number of smartphone users. Even though the mobile apps market is huge, few studies have been made on what makes individuals continue to use a mobile app or stop using it. This study aims to uncover the factors that underlie the continuance intention to use mobile apps, addressing two theoretical models: Expectation confirmation model (ECM) and the extended unified theory of acceptance and use of technology (UTAUT2). A total of 304 questionnaires were collected by survey to test the theoretical framework proposal, using structural equation modelling (SEM). Our findings indicate that the most important drivers of continuance intention of mobile apps are satisfaction, habit, performance expectancy, and effort expectancy.

247 citations

Journal ArticleDOI
TL;DR: In this paper, the authors study continuance intention and its determinants, using a combination of the expectation-confirmation model (ECM) with habit, perceived usability, and perceived enjoyment.

141 citations

Journal ArticleDOI
TL;DR: A conceptual model and hypotheses based on the theory of reasoned action and perceived values from the perspectives of software, hardware, and aesthetic design demonstrated relatively good explanatory power for purchase intention in the context of smartwatches.

138 citations

Journal ArticleDOI
TL;DR: Users’ perceptions of smart wearable devices are explored and a comprehensive research model is introduced that employs factors that are primarily extracted using the expectation-confirmation, technology acceptance, and flow models to indicate that users’ intentions to use smartearable devices are determined by five influential factors.

121 citations