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Indagator: Investigating perceived gratifications of an application that blends mobile content sharing with gameplay

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TLDR
Perceived gratification factors, demographic variables, such as basic familiarity with features of mobile communication devices, and IT-related backgrounds were significant in predicting intention to use mobile sharing and gaming applications such as Indagator, however, age, gender, and the personal status gratification factor were nonsignificant predictors.
Abstract
The confluence of mobile content sharing and pervasive gaming yields new opportunities for developing novel applications on mobile devices. Yet, studies on users' attitudes and behaviors related to mobile gaming, content-sharing, and retrieval activities (referred to simply as content sharing and gaming) have been lacking. For this reason, the objectives of this article are three-fold. One, it introduces Indagator, an application that incorporates multiplayer, pervasive gaming elements into mobile content-sharing activities. Two, it seeks to uncover the motivations for content sharing within a game-based environment. Three, it aims to identify types of users who are motivated to use Indagator for content sharing. Informed by the uses and gratifications paradigm, a survey was designed and administered to 203 undergraduate and graduate students from two large universities. The findings revealed that perceived gratification factors, such as information discovery, entertainment, information quality, socialization, and relationship maintenance, demographic variables, such as basic familiarity with features of mobile communication devices, and IT-related backgrounds were significant in predicting intention to use mobile sharing and gaming applications such as Indagator. However, age, gender, and the personal status gratification factor were nonsignificant predictors. This article concludes by presenting the implications, limitations, and future research directions. © 2010 Wiley Periodicals, Inc.

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TL;DR: Results from structural equation modeling (SEM) analysis revealed that respondents who were driven by gratifications of information seeking, socializing, entertainment, status seeking, and status seeking were more likely to share news in social media platforms.
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References
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Perceived Usefulness, Perceived Ease of Use, and User

TL;DR: Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage.
Journal ArticleDOI

Perceived usefulness, perceived ease of use, and user acceptance of information technology

TL;DR: In this article, the authors developed and validated new scales for two specific variables, perceived usefulness and perceived ease of use, which are hypothesized to be fundamental determinants of user acceptance.
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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.
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Trust and TAM in online shopping: an integrated model

TL;DR: Research on experienced repeat online shoppers shows that consumer trust is as important to online commerce as the widely accepted TAM use-antecedents, perceived usefulness and perceived ease of use, and provides evidence that online trust is built through a belief that the vendor has nothing to gain by cheating.
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Why don't men ever stop to ask for directions? Gender, social influence, and their role in technology acceptance and usage behavior

TL;DR: Using the Technology Acceptance Model (TAM), gender differences in the overlooked context of individual adoption and sustained usage of technology in the workplace are investigated.
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