TY - JOUR
T1 - The integration of video games in family-life dynamics
T2 - An adapted technology acceptance model of family intention to consume video games
AU - Bassiouni, Dina
AU - Hackley, Christopher
AU - Meshreki, Hakim
PY - 2019/1
Y1 - 2019/1
N2 - Empirical studies using the Technology Acceptance Model (TAM) have mainly focused on utilitarian technologies. The aim of this study is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game acceptance within households.
This paper proposes a new and unique adaptation of the TAM to study the acceptance of hedonic technologies in the context of parents’/carers’ acceptance and integration of video games within family-life dynamics. This adaptation of the TAM attempts to shed light on the social influences and intrinsic motivations behind parents’ and carers’ intentions to purchase video games for their children’s consumption.
The usefulness of video games lies in how enjoyable and entertaining they are, and this seems to be influenced by the convenience and ease of use, that ultimately affects the behavioural intention towards video games. Convenience of use brings in social influences on perceived enjoyment and on parents’ actual behaviour towards video games. Some social influences seem to play a direct role in affecting children’s behaviour towards video games.
We acknowledge that using Facebook as a tool for data collection has limitations attributed to selection bias. Another limitation is not giving voice to the children to account for their own subjective experience of video games and relying on their parents’ perceptions on the matter.
Theoretical Implications:
This study advocated extending TAM within a hedonic framework in the context of examining parents’/carers’ acceptance of video games, while re-validating past theories of TAM and introducing new contextual variables adapted to address hedonic technologies.
Empirical studies using TAM have focused on the utilitarian nature of technologies and very few considered hedonic technologies. This study’s key contribution to research lies in explaining the effects of parents’ perceived enjoyment, ease of use and convenience on the intention to purchase and play video games. The findings feed into work on the ethics and developmental issues around the marketing of video games to and for children.
Bassiouni, D.H., Hackley, C. and Meshreki, H. (2019), "The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games", Information Technology & People, Vol. 32 No. 6, pp. 1376-1396. https://doi.org/10.1108/ITP-11-2017-0375
AB - Empirical studies using the Technology Acceptance Model (TAM) have mainly focused on utilitarian technologies. The aim of this study is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game acceptance within households.
This paper proposes a new and unique adaptation of the TAM to study the acceptance of hedonic technologies in the context of parents’/carers’ acceptance and integration of video games within family-life dynamics. This adaptation of the TAM attempts to shed light on the social influences and intrinsic motivations behind parents’ and carers’ intentions to purchase video games for their children’s consumption.
The usefulness of video games lies in how enjoyable and entertaining they are, and this seems to be influenced by the convenience and ease of use, that ultimately affects the behavioural intention towards video games. Convenience of use brings in social influences on perceived enjoyment and on parents’ actual behaviour towards video games. Some social influences seem to play a direct role in affecting children’s behaviour towards video games.
We acknowledge that using Facebook as a tool for data collection has limitations attributed to selection bias. Another limitation is not giving voice to the children to account for their own subjective experience of video games and relying on their parents’ perceptions on the matter.
Theoretical Implications:
This study advocated extending TAM within a hedonic framework in the context of examining parents’/carers’ acceptance of video games, while re-validating past theories of TAM and introducing new contextual variables adapted to address hedonic technologies.
Empirical studies using TAM have focused on the utilitarian nature of technologies and very few considered hedonic technologies. This study’s key contribution to research lies in explaining the effects of parents’ perceived enjoyment, ease of use and convenience on the intention to purchase and play video games. The findings feed into work on the ethics and developmental issues around the marketing of video games to and for children.
Bassiouni, D.H., Hackley, C. and Meshreki, H. (2019), "The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games", Information Technology & People, Vol. 32 No. 6, pp. 1376-1396. https://doi.org/10.1108/ITP-11-2017-0375
KW - Children consumption
KW - video games
KW - technology acceptance model
U2 - 10.1108/ITP-11-2017-0375
DO - 10.1108/ITP-11-2017-0375
M3 - Article
SN - 0959-3845
VL - 32
SP - 1376
EP - 1396
JO - Information Technology and People
JF - Information Technology and People
IS - 6
ER -