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Showing papers in "International Journal of Human-computer Interaction in 2012"


Journal ArticleDOI
TL;DR: It is found that older adults were under social pressure to use mobile phones, but they had low acceptance of advanced functions and had shallower mental representation of the mobile phone menus than younger adults.
Abstract: This article presents a comprehensive literature review to investigate whether and why older adults accept handheld computers and how to design elderly-friendly handheld computers. Findings about acceptance, input devices, menu and functions, and output devices are summarized. First, older adults were under social pressure to use mobile phones, but they had low acceptance of advanced functions. Also, they had a different way to judge acceptance factors from younger adults. Second, older adults preferred the physical keyboard to the on-screen keyboard for text entry, whereas they preferred tapping the touch pad to the joystick and buttons for pointing tasks. Third, older adults had shallower mental representation of the mobile phone menus than younger adults. Navigation aids providing contextual information and large cognitive preview per screen could help them. Finally, recommended size and spacing for text and icons are presented.

102 citations


Journal ArticleDOI
TL;DR: This study compared the four models (TRA, TPB, TAM, and integrated) to examine which model best helps to predict preservice teachers' intentions to use technology to demonstrate that the models did not differ in explanatory power.
Abstract: The proliferation of technology has provided educational institutions with opportunities to integrate technology into their curriculum. Technology acceptance refers to a user's willingness to employ information technology for the tasks it is designed to support. This study compared the four models (TRA, TPB, TAM, and integrated) to examine which model best helps to predict preservice teachers' intentions to use technology. Data were gathered from 429 preservice teachers from a teacher training institute in Singapore, and structural equation modeling was used to compare the four models in terms of overall model fit, explanatory power, and path significance. The results demonstrate that the models did not differ in explanatory power. Attitude as an independent variable was found to have the greatest impact on the intention to use technology.

99 citations


Journal ArticleDOI
TL;DR: It is shown that multimodal use of BCIs can improve error handling, task performance, and user experience and that they can broaden the user spectrum.
Abstract: For decades, brain–computer interfaces (BCIs) have been used for restoring the communication and mobility of disabled people through applications such as spellers, web browsers, and wheelchair controls. In parallel to advances in computational intelligence and the production of consumer BCI products, BCIs have recently started to be considered as alternative modalities in human–computer interaction (HCI). One of the popular topics in HCI is multimodal interaction (MMI), which deals with combining multiple modalities in order to provide powerful, flexible, adaptable, and natural interfaces. This article discusses the situation of BCI as a modality within MMI research. State-of-the-art, real-time multimodal BCI applications are surveyed in order to demonstrate how BCI can be helpful as a modality in MMI. It is shown that multimodal use of BCIs can improve error handling, task performance, and user experience and that they can broaden the user spectrum. The techniques for employing BCI in MMI are described, and the experimental and technical challenges with some guidelines to overcome these are shown. Issues in input fusion, output fission, integration architectures, and data collection are covered.

93 citations


Journal ArticleDOI
TL;DR: A simulator that can reflect problems faced by elderly and disabled users while they use computer, television, and similar electronic devices is presented and the work on user modeling is presented for people with a wide range of abilities.
Abstract: Elderly and disabled people can be hugely benefited through the advancement of modern electronic devices, as those can help them to engage more fully with the world. However, existing design practices often isolate elderly or disabled users by considering them as users with special needs. This article presents a simulator that can reflect problems faced by elderly and disabled users while they use computer, television, and similar electronic devices. The simulator embodies both the internal state of an application and the perceptual, cognitive, and motor processes of its user. It can help interface designers to understand, visualize, and measure the effect of impairment on interaction with an interface. Initially a brief survey of different user modeling techniques is presented, and then the existing models are classified into different categories. In the context of existing modeling approaches the work on user modeling is presented for people with a wide range of abilities. A few applications of the simu...

69 citations


Journal ArticleDOI
TL;DR: Three human-in-the-loop simulation studies were conducted at the NASA Ames Research Center with the overarching goal of determining whether the automated separation assurance concept can be integrated into air traffic control operations in an acceptable and safe manner and found that the concept has the potential to solve the envisioned airspace capacity problem.
Abstract: Predicted air traffic increases over the next 25 years may create a significant capacity problem that the United States' National Airspace System will be unable to accommodate. The concept of introducing automated separation assurance was proposed to help solve this problem. However, the introduction of such a concept involves a fundamental paradigm shift in which automation is allowed to perform safety-critical tasks that today are strictly the air traffic controllers' domain. Moving toward automated air traffic control, therefore, requires a careful and thorough investigation. As part of an ongoing series, three human-in-the-loop simulation studies were conducted at the NASA Ames Research Center with the overarching goal of determining whether the automated separation assurance concept can be integrated into air traffic control operations in an acceptable and safe manner. These studies investigated a range of issues including the proper levels of automation for given capacity targets, off-nominal operat...

64 citations


Journal ArticleDOI
TL;DR: The proposed model is developed and empirically validated using data from a field survey in order to examine how individuals' personality traits influence their IS continuance intentions and the findings support that user satisfaction and perceived usefulness are key to continuance intention of instant messaging use.
Abstract: The Five-Factor Model (FFM) of personality is widely used to predict cognitions, attitudes, and behaviors in management and psychological research. However, the FFM personality has seldom appeared in the information system (IS) research field. Devaraj, Easley, and Crant (2008) first introduced FFM into the context of IS acceptance. This study extends to the context of IS continuance. The proposed model is developed and empirically validated using data from a field survey in order to examine how individuals' personality traits influence their IS continuance intentions. The data were collected from a public university in China via an online survey. The findings support that user satisfaction and perceived usefulness are key to continuance intention of instant messaging use. The results also support that perceived enjoyment and perceived usefulness are positively associated with user satisfaction. Perceived enjoyment is the dominant variable affecting user satisfaction with technology use. Two personality tr...

62 citations


Journal ArticleDOI
TL;DR: Potential survey measures for operational, formal, information, and strategic Internet skills were analyzed and three steps were followed to obtain valid items that might be used in future survey measures.
Abstract: Observational studies prove to be very suitable to provide a realistic view of people's Internet skills. However, their cost and time are a strong limitation for large-scale data gathering. A useful addition to the measurement of Internet skills would be the development of survey questions for measuring Internet skills. In this contribution, potential survey measures for operational, formal, information, and strategic Internet skills were analyzed. Three steps were followed to obtain valid items; coherences between, on one hand, frequency and agreement scales and, on the other hand, the results of two large-scale performance tests (assignment completion and time spent) are measured, the Fornell and Larcker discriminant validity criterion was used to test discriminant validity of these Internet skills items, and the items are analyzed using a first-order confirmatory factor analysis. The items that resulted from the three steps might be used in future survey measures

59 citations


Journal ArticleDOI
TL;DR: Perceived motion-sensing is observed to be the antecedent of perceived exercise utility, and perceived enjoyment is found to have a significant effect on perceived enjoyment.
Abstract: With the recent proliferation of physical game systems in entertainment contexts, gaining a better understanding of why users are willing to utilize physical game systems has become an important topic for practitioners and academics. The current study attempts to explore the determinants of behavioral intention pertaining to the use of physical tennis games from the perspective of both hedonic and utilitarian motivations. A research model is proposed based on the existing literature. Data collected from 124 experienced players of physical tennis games are tested against the research model using the partial least squares approach. The results indicate that both perceived exercise utility and perceived enjoyment have a significant influence on behavioral intention. In addition, perceived motion-sensing, challenge, interactivity, ease of use, and design aesthetics are found to have a significant effect on perceived enjoyment. More specifically, perceived motion-sensing is observed to be the antecedent of per...

56 citations


Journal ArticleDOI
TL;DR: Structural equation analysis results indicate that consumers' values perceptions and adoption decisions are context dependent.
Abstract: Consumers' perceived value plays a dominant role in determining the adoption of mobile technologies. However, behavior literature suggests that consumer value is context dependent. The current study attempts to understand the effects of use context on consumers' perceived value and adoption of mobile Internet. An adoption model that reflects the unique use context and the utilitarian values (perceived usefulness and perceived mobility) and hedonic values (perceived enjoyment and concentration) of mobile Internet was developed and empirically tested against data collected from 507 mobile Internet users in China. Structural equation analysis results indicate that consumers' values perceptions and adoption decisions are context dependent. The use context fully mediates the effects of utilitarian values and partially mediates the relationship between hedonic values and intention to use mobile Internet. Theoretical and practical implications of the findings are discussed.

56 citations


Journal ArticleDOI
TL;DR: The Scratch environment exemplifies a tool+community approach to teaching elementary programming skills, as it includes a website where users can publish, discuss, and organize animations that are programs.
Abstract: The Scratch environment exemplifies a tool+community approach to teaching elementary programming skills, as it includes a website where users can publish, discuss, and organize animations that are programs. To explore this environment's effectiveness for helping people to develop programming skills, a quantitative analysis of 250 randomly selected users' data, including more than 1,000 of their animations, was performed. Skill based on 4 models that had proven useful in prior empirical studies was measured. Overall, mixed results about the environment's effectiveness were found. Among users who do not drop out, an increasing progression in social skills was found. However, an extremely high drop-out rate was also observed. Moreover, a flat or decreasing level of demonstrated skill was observed on virtually every measure. These results call into question whether simply combining an animation tool and an online community is sufficient for keeping people engaged long enough to learn elementary programming sk...

56 citations


Journal ArticleDOI
TL;DR: Examination of user satisfaction with instant messaging in building and maintaining social relationships with friends, family members, and others suggests that perceived enjoyment, perceived social presence, and perceived usefulness are key to user satisfaction.
Abstract: The current article examines user satisfaction with instant messaging in building and maintaining social relationships with friends, family members, and others. The research model integrates motivation theory with media capacity theories to explain how the attributes of media capacity (e.g., social presence and media richness) and users' intrinsic and extrinsic motivations toward using instant messaging influence user satisfaction. Data were collected from a sample of 247 Chinese university students via an online survey. The results suggest that perceived enjoyment, perceived social presence, and perceived usefulness are key to user satisfaction. Perceived social presence and perceived media richness are positively associated with perceived enjoyment. It was also found that perceived enjoyment, perceived social presence, and perceived media richness have significant effects on perceived usefulness. Of interest, perceived enjoyment and perceived social presence have stronger effects on user satisfaction th...

Journal ArticleDOI
TL;DR: A usability questionnaire structured around the analytical composition of the design was created and validated, creating a 19-question usability questionnaire based on 5 main design dimensions that can be used to capture detailed usability feedback that more directly relates to specific aspects of design requirements.
Abstract: Existing perceived usability questionnaires detect the appearance of usability issues rather than the underlying design generating those issues. This limits the capability of existing instruments to directly inform design recommendations. To address this problem, a usability questionnaire structured around the analytical composition of the design was created and validated. A four-stage process was followed. First, 3 usability experts refined 54 questions from highly cited usability questionnaires and structured them around 6 design dimensions. Second, 12 raters scored the questions by their relevance to assess usability. Third, questions and dimensions were then improved through exploratory and confirmatory factor analysis (N = 196) and, fourth, further enhanced through confirmatory factor analysis (N = 362). The result is DEEP, a 19-question usability questionnaire based on 5 main design dimensions (content, information architecture, navigation, layout, and visual guidance). DEEP can be used to capture d...

Journal ArticleDOI
TL;DR: Ergonomic Work Analysis applied to Water Treatment Plants: integrating knowledge//and Handbook of Human Factors and Ergonomics, 4th Edition.
Abstract: Gavriel Salvendy (Ed.). Handbook of Human Factors and Ergonomics (4th ed.). Wiley and Sons, 2012. 1,732 pages. ISBN: 978-0-470-52838-9. Reviewed by Ben Shneiderman, Department of Computer Science, ...

Journal ArticleDOI
TL;DR: The social-relational antecedents of citizenship behavior are explored through an examination of how members' general attitude and desire for relationship building and maintaining influence their trusting beliefs and citizenship knowledge-sharing behavior.
Abstract: A virtual community is a type of online structure that enables Internet users to communicate and collaborate. Users' knowledge contributions are critical to the viability and sustainability of virtual communities. This article studies virtual community members' knowledge sharing from the perspective of citizenship behavior defined as members' spontaneous contribution to the community without expectation of return or reciprocation. The social-relational antecedents of citizenship behavior are explored through an examination of how members' general attitude and desire for relationship building and maintaining, including attachment motivation, social support orientation, and disposition to trust influence their trusting beliefs and citizenship knowledge-sharing behavior. Hypotheses are developed and tested with survey data from Chinese and American users of virtual communities. In general, the results of data analyses support our research model. This article contributes empirically to virtual community resea...

Journal ArticleDOI
TL;DR: The Zoomable Object-Oriented Information Landscape (ZOIL) is introduced, a novel design approach and software framework for post-WIMP DUIs in interactive spaces that facilitates the implementation of ZOIL's design principles in practice.
Abstract: “Interactive spaces” are physical environments or rooms for collaborative work that are augmented with ubiquitous computing technology. Their purpose is to enable a computer-supported collaboration between multiple users that is based on a seamless use of different devices for natural “post-WIMP” interaction (e.g., multitouch walls, interactive tabletops, tablet PCs, or digital pen and paper). However, to this day, there are no well-established guidelines or toolkits for designing and implementing such distributed user interfaces (DUIs). Therefore, this article introduces the Zoomable Object-Oriented Information Landscape (ZOIL), a novel design approach and software framework for post-WIMP DUIs in interactive spaces. In the following, the ZOIL design principles are first introduced and illustrated. They provide recommendations and examples of DUI interaction design for interactive spaces. Then the different software patterns and architectures that have been employed for implementing the open-source ZOIL s...

Journal ArticleDOI
TL;DR: This article presents an HCI design studio course that makes a combined use of constructivist pedagogies and virtual worlds aiming to aid students critically review and reflect on the use of related methods and technologies in design and to cultivate more general skills like self-directed learning, intrinsic motivation, and critical thinking.
Abstract: The practice of teaching and learning human–computer interaction (HCI) design has to develop its own approaches that balance method and technology use with reflective and situated practice. This article presents our HCI design studio course that makes a combined use of constructivist pedagogies and virtual worlds aiming to aid students critically review and reflect on the use of related methods and technologies in design and to cultivate more general skills like self-directed learning, intrinsic motivation, and critical thinking. Our HCI design studio course can be thought of as an iterative and incremental teaching and learning process that blends HCI methods, design practice, and technology between a real and a virtual design studio. The course introduces problem-based learning to the pedagogies of project-based learning and studio-based learning currently employed in most HCI design studios. The positive student responses and our reflection and experiences focusing on a number of challenges for further...

Journal ArticleDOI
TL;DR: Results of a large-scale online survey with 2,202 Dutch Internet users reveal that trust in government organizations is a very important determinant of personal data disclosure intention among users with and without e-government experience.
Abstract: The success of an online transaction with a government organization depends on citizen's willingness to share personal data relevant for the transaction. However, disclosing personal data online is oftentimes considered risky. It has been substantiated in a number of empirical studies that perceptions of the risks involved in sharing personal data in the virtual environment could hinder Internet users from engaging in online transactions that require the disclosure of personal data. Results of a large-scale online survey with 2,202 Dutch Internet users reveal that trust in government organizations is a very important determinant of personal data disclosure intention among users with and without e-government experience. Low perceptions of risks, high expectations of the benefits of e-government services, and strong beliefs in the adequacy of legal protection mechanisms could also positively influence users' intention to share personal data for e-government services. The negative relation between trust and risk perceptions is also established, as citizens' trust in government organizations could reduce perceptions of the risks involved in disclosing personal data online.

Journal ArticleDOI
TL;DR: The scope of the simulator that reflects the effect of impairment on interaction with electronic devices and thus helps designers in developing accessible systems has been extended to multiple pointing devices and the algorithm significantly reduces pointing time for different input modalities.
Abstract: Recent research on interactive electronic systems like computer, digital TV, smartphones can improve the quality of life of many disabled and elderly people by helping them to engage more fully to the world. Previously, a simulator was developed that reflects the effect of impairment on interaction with electronic devices and thus helps designers in developing accessible systems. In this article, the scope of the simulator has been extended to multiple pointing devices. The way that hand strength affects pointing performance of people with and without mobility impairment in graphical user interfaces was investigated for four different input modalities, and a set of linear equations to predict pointing time and average number of submovements for different devices was developed. These models were used to develop an adaptation algorithm to facilitate pointing in electronic interfaces by users with motor impairment using different pointing devices. The algorithm attracts a pointer when it is near a target and...

Journal ArticleDOI
TL;DR: The findings of this study suggest that engaging the operator may alleviate the vigilance decrement, however only after practice.
Abstract: The aim of this study was to explore the extent to which increasing engagement would negate vigilance decrements in monitoring during a realistic air traffic control monitoring task. Technological advances in aircraft and navigation may change the controller's job from directing air traffic to more of a monitoring role with supervisory control. Research shows that humans are not effective monitors and can be subject to vigilance decrements. Even though vigilance decrements have been demonstrated in some settings, it is still not known if they are likely in a future ATC monitoring role. Sixteen undergraduates from the Georgia Institute of Technology trained for 6 weeks on NextSim, a medium fidelity ATC research simulator of the NextGen environment. They then performed 4 weeks of scenarios that required monitoring of flow corridors for failures of conflict evading technology. Two levels of engagement and two levels of attentional focus while monitoring were analyzed. Participants showed a significant vigila...

Journal ArticleDOI
TL;DR: The suggested methods and principles of complexity assessment derive from systemic-structural activity theory and provide a proper basis for optimization, modification, and enhancement of the software design process.
Abstract: In this work, task complexity is considered as a multidimensional, integral characteristic of a task. The more complex a task is, the higher the cognitive demands for performing the task. Components of task complexity impose demands on the mental efforts of users. This article proposes a general approach to evaluate the complexity of computer-based tasks. The proposed principles of complexity evaluation and measures of complexity provide a proper basis for optimization, modification, and enhancement of the software design process. Experimental results support the effectiveness of the proposed method for both the design of man–machine systems and human–computer interfaces. The suggested methods and principles of complexity assessment derive from systemic-structural activity theory.

Journal ArticleDOI
TL;DR: An online survey in the form of a questionnaire was conducted to obtain the opinion of computer users with tetraplegia on their current computer interfaces and to assess desirable applications for future independent control using assistive devices.
Abstract: An online survey in the form of a questionnaire was conducted to obtain the opinion of computer users with tetraplegia on their current computer interfaces and to assess desirable applications for future independent control using assistive devices. The survey included questions related to information about the respondents' injury/disease, everyday activities and social life, electronic devices and computer programs, evaluation of computer interfaces, and desirable applications for assistive devices. The survey was distributed via tetraplegia associations, magazines, and Internet forums mainly in Denmark and Sweden, but also through other European and American associations. Thirty-one completed questionnaires were collected from individuals with spinal cord injury and other neuromuscular diseases that resulted in tetraplegia. Respondents evaluated gaze and head trackers; speech recognition systems; chin, mouth, and hand joysticks; sip and puff interfaces; and typing sticks. Most interfaces were evaluated i...

Journal ArticleDOI
TL;DR: This work presents a visual speller, based on Farwell and Donchin's P300 Speller, for Chinese character input, that uses a novel shape-based method called the First–Last, or FLAST, method to encode more than 7,000 Chinese characters.
Abstract: A visual speller is a brain–computer interface that empowers users with limited motor functionality to input text into a computer by measuring their electroencephalographic responses to visual stimuli. Most prior research on visual spellers has focused on input of alphabetic text. Adapting a speller for other types of segmental or syllabic script is straightforward because such scripts comprise sufficiently few characters that they may all be displayed to the user simultaneously. Logographic scripts, such as Chinese hanzi, however, impose a challenge: How should the thousands of Chinese characters be displayed to the user? Here, we present a visual speller, based on Farwell and Donchin's P300 Speller, for Chinese character input. The speller uses a novel shape-based method called the First–Last, or FLAST, method to encode more than 7,000 Chinese characters. Characters are input by selecting two components, from a set of 56 distinct components, that match the shape of the target character, followed by sele...

Journal ArticleDOI
TL;DR: It is found that perceptions of impact and recovery time behave differently and that, intriguingly, recovery time appears to be much more independent of game mode than impact is, and the slider data for recovery time from BIPs provide evidence for a smooth variation of presence during an immersive experience.
Abstract: Increasingly, the sophistication of modern computer-gaming systems is becoming comparable to that of immersive, virtual reality (VR) environments, and the popular VR research topic of “presence” is now being explored in the context of computer games. The explosion of popularity of networked gameplay and the movement of computing infrastructure on to the Internet and the cloud mean that technical anomalies such as network latency, dropouts, and so on, may increasingly disrupt players' experience of presence. In this article, a study of these “Breaks in Presence” (BIPs), which examines a networked, first-person-shooter game in an immersive virtual environment, is presented. Our study investigates how participants react to BIPs in terms of their impact on participants' levels of presence and in terms of the time needed for participants to recover from BIPs. Four distinct BIP types, which were selected because of their practical significance and because of their relevance to an established model for presence,...

Journal ArticleDOI
TL;DR: The tailored method approach was applied to transform themes identified from relevant literature and convert them into high-level heuristics for usable security, which can identify which security and privacy features are lacking from a usability perspective and would, therefore, require design improvement.
Abstract: The security, privacy, and usability of health social networking websites remain key concerns for their successful adoption by patients. As far as it is known, no studies have developed a usable security heuristic evaluation to test these websites for the usability of their security and privacy features. This article describes the development of such a usable security heuristic evaluation in the context of the online health social networking paradigm. The tailored method approach was applied to transform themes identified from relevant literature and convert them into high-level heuristics for usable security. Checklist items were created for each high-level heuristic. The result is 13 high-level heuristics with individualized checklist items that help examine usable security. The results can identify which security and privacy features are lacking from a usability perspective and would, therefore, require design improvement. The improvements would enhance the users' experiences, which in turn can assist ...

Journal ArticleDOI
TL;DR: Examining online stores' professional ability, integrity, and benevolence were selected as the three constructing factors of trust found that the most influential factor in customer trust was the security of the online business' information system, followed by the privacy protection, whereas the third-party guarantees and recommendation exhibited the third strongest correlation.
Abstract: With the advancement of Internet technology, online shopping has emerged as a popular way of making purchases. However, because online shopping does not allow immediate enjoyment of purchases as bricks-and-mortar shops do, cultivating customers' trust in online businesses is especially important in attracting return customers. Previous studies have put forward the factors that build multidimensional trust but not systematically examined them. This article reexamines factors of building customer trust and makes a systematic study of the relationship between customers' perceived waiting and repurchase intention. This study examines online stores' professional ability, integrity, and benevolence were selected as the three constructing factors of trust. A total of 351 valid customer questionnaires were collected and analyzed using structural equation modeling. It was found that the most influential factor in customer trust was the security of the online business' information system, followed by the privacy pr...

Journal ArticleDOI
TL;DR: The article proposes to describe some tangible objects, which are the interaction supports; these are called Tangigets, defined according to an augmented Presentation-Abstraction-Control structure to take the tangibility element into account.
Abstract: After having outlined the uses of new technologies such as smartphones, touch-screen tablets, and laptops, this article presents the TangiSense interactive tabletop, equipped with RFID technology tagged on tangible objects, as a new paradigm of interaction for ambient intelligence. Within its framework, this article aims to distribute surfaces (tables) interacting mainly with tangible objects. Leads for interactive surface distribution such as interactive tables are given. The article proposes to describe some tangible objects, which are the interaction supports; these are called Tangigets. They are defined according to an augmented Presentation-Abstraction-Control structure to take the tangibility element into account. Six categories of Tangigets are also proposed, which are tangible objects, and the supports of distributed collaboration. To validate the Tangiget concept and its use on the TangiSense tabletop, illustrations in centralized and distributed configurations are proposed. A first evaluation is...

Journal ArticleDOI
TL;DR: The article ends with a discussion of how the situated SA approach can be used to explain the acquisition of shared SA in distributed teams and to guide applied research relating to the evaluation and development of NextGen concepts and tools.
Abstract: The Next Generation Air Transportation System (NextGen) is expected to revolutionize how air traffic will be managed and significantly enhance the capacity of the National Airspace System in the United States. Because NextGen is a system that requires a high level of interaction between human operators and technology, there is a need to assess how NextGen tools and concepts of operation will impact operator situation awareness (SA). The goal of this study is to highlight the importance of SA to operator performance in complex systems. The defended view is that SA is situated, which means that operators rely in fundamental ways on interactions with external tools to maintain their understanding of a situation, minimizing internal memory storage of task relevant information. Consequently, SA metrics must be conducted in the context where operators have access to their displays and tools. The article ends with a discussion of how the situated SA approach can be used to explain the acquisition of shared SA in...

Journal ArticleDOI
TL;DR: The research findings showed that, although the perceived behavioral control had a negative effect on self-disclosure online, all the other hypotheses indicated a positive casual effect.
Abstract: Even though the ubiquity of technology can make many aspects of life more convenient, it may simultaneously raise some concerns about the privacy issues related to personal information. This research focused on the individual's behavior toward self-disclosure online and his or her cognition on personal privacy that was affected by not only the personal psychological factors but also the individual's computer knowledge and associated skills. To study how technological and psychological factors can simultaneously affect one's privacy concern and restrain behavior on disclosure, this study applied both perceived privacy and privacy concern to assess such factors as personal subjective attitude, computer self-efficacy, and perceived behavioral control to investigate the technological influence. A hypothesized model was proposed to describe the relationships among these constructs. After structural equation modeling is utilized to analyze the proposed hypotheses, the research findings showed that, although the...


Journal ArticleDOI
TL;DR: The main contribution of this article is the development of the first model of game appropriation, the game appropriation model (GAM), which explains the process of digital games' incorporation into gamers' daily practices as well as the nature of their gameplay.
Abstract: Game appropriation is currently not well conceptualized. What literature does exists (Griffiths & Light, 2008; Lowood, 2005; Postigo, 2008; Stalker, 2005) uses the term primarily to denote gamers' practices beyond the designers' original intentions, for instance, game content modifications. This article frames game appropriation in a different manner; unlike existing appropriation models, game appropriation is conceptualized as a motivational process underpinned by three primary factors: game design characteristics, social interaction, and the psychological characteristics of the gamer. The main contribution of this article is the development of the first model of game appropriation, the game appropriation model (GAM). GAM explains the process of digital games' incorporation into gamers' daily practices as well as the nature of their gameplay. Game appropriation recognizes the online–offline continuity; it contributes to understating gameplay as a long-term, dynamic activity, directly interrelated with a ...