Monday, 12 November 2012

Literature Review - Research Paper Summary (Contd.)

PAPER TITLE : Understanding Customers' Acceptance of Online Purchasing

AUTHOR : Donald L. Amoroso, D. Scott Hunsinger

SUMMARY
This paper examines previous Technology Acceptance Model (TAM)-related studies in order to provide an expanded model that explains consumers’ acceptance of online purchasing. The model provides extensions to the original TAM by including constructs such as social influence and voluntariness; it also examines the impact of external variables including trust, privacy, risk, and e-loyalty.
The findings suggest that the expanded model serves as a very good predictor of consumers’ online purchasing behaviors. The linear regression model shows a respectable amount of variance explained for Behavioral Intention. Not only are the traditional TAM variables important in predicting behavioral intention, but social influence, perceived behavioral control, and e-loyalty are all significant constructs. It seems that the model is quite robust in predicting Behavioral Intention. The study also discovered that trust, a construct not included in the original TAM, plays an important role in influencing consumers’ attitudes toward purchasing.

Literature Review - Research Paper Summary (Contd.)

PAPER TITLE : Why do people play on-line games? An extended TAM with social influences and flow experience

AUTHOR : Chin-Lung Hsu and  Hsi-Peng Lu

SUMMARY
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. It contributes to a theoretical understanding of the factors that promote entertainment-oriented IT usage such as on-line games. Entertainment-oriented IT differs from task oriented IT in terms of reason for use. Task-oriented IT usage is concerned with improving organization productivity. Therefore, TAM stresses the importance of perceived usefulness and perceived ease-of-use as key determinants. However, in the context of entertainment-oriented IT, this study demonstrates that the importance of individual intentions tends to need other variables: social norms and flow experience. Furthermore, this dominance is strong, and these variables explain much of the variance in entertainment technology usage. Overall, the results reveal that social norms, attitude, and flow experience explain about 80% of game playing.

Sunday, 11 November 2012

Literature Review - Research Paper Summary (Contd.)

PAPER TITLE : A Conceptual Framework and Propositions for the Acceptance of Mobile Services

AUTHOR : Sally Rao and Indrit Troshani

SUMMARY
The research paper is explores, analyzes and critically assesses the use of existing acceptance theories in the light of the evolving and ubiquitous mobile services and their underlying technologies. Personalisation, ubiquity and location specificity of mobile services make their adoption somewhat different from other Information and Communication Technology (ICT) services. Further, mobile technologies and the associated services integrate both the business and social domains of the user’s life.
The paper extends the existing models to propose an integrated and eclectic conceptual
framework which attempts to explain adoption behaviour of users of mobile services.

Literature Review - Research Paper Summary (Contd.)

PAPER TITLE : A Pilot Study to Analyze the Effects of User Experience
and Device Characteristics on the Customer Satisfaction of Smartphone Users

AUTHOR : Bong-Won Park and Kun Chang Lee

SUMMARY
Recently, people are beginning to use the smartphone and want to use it smartly. At this time, satisfied customers communicate their positive experiences to others. Therefore, to expand smartphone markets, a company should try to satisfy existing smartphone customers. The study analyzes the factors that affect customer satisfaction respective of user experience and device characteristics.
Smartphone stress is categorized into three components: device-related stress, data/application
stress, and new-learning stress. Device-related stress means that the stress occurs when
the smartphone is not working or is down. Data/application stress means that the stress
occurs when the stored data crashes or the application is not working. New-learning
stress means that as new applications and features are included, users have to learn new
applications and features. However, smartphone stress is not an important factor
regarding user satisfaction because early adopters are tech-savvy and find it less
difficult to use new devices than average persons. Therefore, such users do not get
stressed from using smartphones.
Instant connectivity, which connects users anywhere anytime to the Internet, is an important factor that impacts smartphone users’ satisfaction. Many users are familiar with the Internet, and want to use the Internet anytime anywhere and free of charge. This need is fulfilled through smartphones that are embedded with Wi-Fi functionality.


Literature Review - Research Paper Summary

PAPER TITLE : Extending the Technology Acceptance Model to Account for Social Influence:
Theoretical Bases and Empirical Validation

AUTHOR : Yogesh Malhotra, Dennis F. Galletta

SUMMARY
The Technology Acceptance Model (TAM) represents an important theoretical contribution toward understanding IS usage and IS acceptance behaviors. However, TAM is incomplete in one important respect: it doesn't account for social influence in the adoption and utilization of new information systems. The findings of this study suggest that social influences play an important role in determining the acceptance and
usage behavior of new adopters of new information technologies. When social influences generate a feeling of compliance, they seem to have a negative influence on the users' attitude toward use of the new information system. However, when social influences generate a feeling of internalization and identification on the part of the user, they have a positive influence on the attitude toward the acceptance and use of the new system. The findings also suggest that internalization of the induced behavior by the adopters of new information system plays a stronger role in shaping acceptance and usage behavior than perceived usefulness (PU). Hence the consideration of social influences and how they affect the commitment of the user toward use of the information system seems important for understanding, explaining and predicting system usage and
acceptance behavior.