The integration of video games in family-life dynamics : An adapted technology acceptance model of family intention to consume video games. / Bassiouni, Dina; Hackley, Christopher; Meshreki, Hakim.

In: Information Technology and People, 01.2019, p. 1-21.

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Abstract

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.
Original languageEnglish
Pages (from-to)1-21
Number of pages21
JournalInformation Technology and People
DOIs
Publication statusPublished - Jan 2019

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This open access research output is licenced under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

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