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Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology

TLDR
In this paper, the authors extended the unified theory of acceptance and use of technology (UTAUT) to study acceptance of technology in a consumer context and proposed UTAUT2 incorporating three constructs into UTAAUT: hedonic motivation, price value, and habit.
Abstract
This paper extends the unified theory of acceptance and use of technology (UTAUT) to study acceptance and use of technology in a consumer context. Our proposed UTAUT2 incorporates three constructs into UTAUT: hedonic motivation, price value, and habit. Individual differences — namely, age, gender, and experience — are hypothesized to moderate the effects of these constructs on behavioral intention and technology use. Results from a two-stage online survey, with technology use data collected four months after the first survey, of 1,512 mobile Internet consumers supported our model. Compared to UTAUT, the extensions proposed in UTAUT2 produced a substantial improvement in the variance explained in behavioral intention (56 percent to 74 percent) and technology use (40 percent to 52 percent). The theoretical and managerial implications of these results are discussed.

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User Acceptance of Mobile Apps for Restaurants: An Expanded and Extended UTAUT-2

TL;DR: In this article, the authors examined the adoption of mobile applications for restaurant searches and/or reservations (MARSR) by users, as part of their experiential quality, and found that the drivers of intentions to use MARSR are, in order of impact: habit, perceived credibility, hedonic motivation, price-saving orientation, effort expectancy, performance expectancy, social influence, and facilitating conditions.
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Why so serious? Gamification impact in the acceptance of mobile banking services

TL;DR: The findings show that there is a direct and strong relationship between gamification and intention to use mobile banking services, supporting that, when used and designed properly, gamification can help make banking activities more exciting, more interesting and more enjoyable, and in turn increase customer acceptance, engagement and satisfaction.
Journal ArticleDOI

Exploring consumers perceived risk and trust for mobile shopping: A theoretical framework and empirical study

TL;DR: In this article, a theoretical model is developed to examine multi-faceted risk and trust effects on consumer adoption intention, and empirical results demonstrate several trust and risk perceptions as having varying effects on consumers' m-shopping intention.
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The path-to-purchase is paved with digital opportunities: An inventory of shopper-oriented retail technologies

TL;DR: In this article, the authors present an encompassing inventory of retail technologies resulting from a systematic screening of three secondary data sources, over 2008-2016: (1) the academic marketing literature, (2) retailing related scientific ICT publications, and (3) business practices.
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How perceived trust mediates merchant's intention to use a mobile wallet technology

TL;DR: In this paper, the authors used an empirical model to measure merchant's intention to use a mobile wallet technology, including the variables, perceived compatibility, perceived usefulness, awareness, perceived cost, perceived customer value addition and perceived trust, and tested the mediating effect of perceived trust on the influence of perceived usefulness to predict merchants' intention.
References
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Book

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TL;DR: The concepts of power analysis are discussed in this paper, where Chi-square Tests for Goodness of Fit and Contingency Tables, t-Test for Means, and Sign Test are used.
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User acceptance of information technology: toward a unified view

TL;DR: The Unified Theory of Acceptance and Use of Technology (UTAUT) as mentioned in this paper is a unified model that integrates elements across the eight models, and empirically validate the unified model.
Journal ArticleDOI

A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies

TL;DR: In this paper, the authors developed and tested a theoretical extension of the TAM model that explains perceived usefulness and usage intentions in terms of social influence and cognitive instrumental processes, which was tested using longitudinal data collected regarding four different systems at four organizations (N = 156), two involving voluntary usage and two involving mandatory usage.
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