Authors:
Chih-Hung Wu
1
;
Ching-Cha Hsieh
1
;
Cheng-Chieh Huang
2
and
Chin-Chia Hsu
2
Affiliations:
1
National Taichung University, Taichung, Taiwan and National Taiwan University, Taiwan
;
2
National Taiwan University, Taiwan
Keyword(s):
Human-Computer Interaction, Wii, Leisure Technology, Structural Equation Model.
Related
Ontology
Subjects/Areas/Topics:
Applications
;
Design Methodology and Cognitive Factors in Design
;
e-Business
;
Education/Learning
;
e-Learning
;
Enterprise Information Systems
;
HCI on Enterprise Information Systems
;
Human Factors
;
Human-Computer Interaction
;
Knowledge Management and Information Sharing
;
Knowledge-Based Systems
;
Multimedia Systems
;
Physiological Computing Systems
Abstract:
Nintendo released the fifth home videogame console, Wii in November 2006, and sold over six million units in six months. What drives people to play Wii game? What is the magic? The TAM model has empirically tested why people accept some technologies, but most constructs are measured for workspace contexts. This research argues that if we want to understand that why people are attracted to the leisure technology, such as Wii, should take consider the leisure social psychology constructs. We consider that people playing the leisure technology will experience a subjective psychological state of leisure, not only objectively tangible activities. Thus, the intrinsic motivations of leisure will influence the attitudes and intentions of people for using the Wii Game. This research proposes a new leisure technology acceptance model, then using questionnaires, streets surveys, and SEM to collect and verify data. This study provides a new perspective and direction to study leisure technology
and human-computer interaction (HCI).
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