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User Acceptance of Computer Technology: A Comparison of Two Theoretical Models

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TLDR
In this article, the authors address the ability to predict peoples' computer acceptance from a measure of their intentions, and explain their intentions in terms of their attitudes, subjective norms, perceived usefulness, perceived ease of use, and related variables.
Abstract
Computer systems cannot improve organizational performance if they aren't used. Unfortunately, resistance to end-user systems by managers and professionals is a widespread problem. To better predict, explain, and increase user acceptance, we need to better understand why people accept or reject computers. This research addresses the ability to predict peoples' computer acceptance from a measure of their intentions, and the ability to explain their intentions in terms of their attitudes, subjective norms, perceived usefulness, perceived ease of use, and related variables. In a longitudinal study of 107 users, intentions to use a specific system, measured after a one-hour introduction to the system, were correlated 0.35 with system use 14 weeks later. The intention-usage correlation was 0.63 at the end of this time period. Perceived usefulness strongly influenced peoples' intentions, explaining more than half of the variance in intentions at the end of 14 weeks. Perceived ease of use had a small but significant effect on intentions as well, although this effect subsided over time. Attitudes only partially mediated the effects of these beliefs on intentions. Subjective norms had no effect on intentions. These results suggest the possibility of simple but powerful models of the determinants of user acceptance, with practical value for evaluating systems and guiding managerial interventions aimed at reducing the problem of underutilized computer technology.

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Examining the technology acceptance model using physician acceptance of telemedicine technology

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Lessons from applying the systematic literature review process within the software engineering domain

TL;DR: In this article, the authors report experiences with applying one such approach, the practice of systematic literature review, to the published studies relevant to topics within the software engineering domain, and some lessons about the applicability of this practice to software engineering are extracted.
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Why do people play on-line games? an extended TAM with social influences and flow experience

TL;DR: This study applies the technology acceptance model (TAM) that incorporates social influences and flow experience as belief-related constructs to predict users' acceptance of on-line games to reveal that social norms, attitude, andflow experience explain about 80% of game playing.
References
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Self-efficacy mechanism in human agency

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User Acceptance of Computer Technology: A Comparison of Two Theoretical Models?

This research compares two theoretical models to better understand why people accept or reject computers and increase user acceptance.