Academic literature on the topic 'Perceived Playfulness'

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Journal articles on the topic "Perceived Playfulness"

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Ko, Arum, and Wanjeong Lee. "Young Children’s Self-Perceived Playfulness: The Relationship with Teacher Assessments and Children’s Executive Functions." Korean Journal of the Human Development 31, no. 3 (2024): 27–41. http://dx.doi.org/10.15284/kjhd.2024.31.3.27.

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This study investigates young children’s self-perceived playfulness and explores the association with playfulness as assessed by teachers and the children’s executive functions. A sample of 183 preschoolers from childcare centers in the metropolitan area was selected purposively for one-on-one assessments to measure the children’s perceived playfulness and executive functions. Teachers were also asked to evaluate the playfulness of the children. Descriptive statistics, correlation analysis, independent sample t-tests, one-way ANOVA, and partial correlation analysis were conducted on the collec
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Rumangkit, Stefanus, and Hasna Larasati. "The Role Of Gamification, Perceived Playfulness, Learning Engagement, and Learning Motivation On Academic Achievement In Hybrid Learning." E3S Web of Conferences 426 (2023): 02002. http://dx.doi.org/10.1051/e3sconf/202342602002.

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This study aims to examine the effect of gamification on perceived playfulness, learning engagement, and learning motivation. In addition, another aim of this research is to examine the effect of perceived playfulness, learning engagement, and learning motivation on academic achievement. This research was conducted in the context of hybrid learning. The method used in this study is a quantitative method, using primary data as a data source. Questionnaires are used in data collection methods, which are distributed online using Google Form. Respondents in this study amounted to 100. The sampling
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Deny, Deny. "Faktor-Faktor yang Mempengaruhi Penggunaan BBM oleh Toko Online di Indonesia." Jurnal Riset Manajemen dan Bisnis (JRMB) Fakultas Ekonomi UNIAT 1, no. 2 (2016): 93–104. http://dx.doi.org/10.36226/jrmb.v1i2.14.

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This study was conducted to answer the question of what is the factors affecting decision to use BBM (BlackBerry Messenger) to support online store business. With SME’s online store booming in Indonesia, this research was specially studied SME’s and micro online store as subject. Survey has been conducted by BBM chat message and online web page to SME’s online store that using BBM in Indonesia. A total of 187 valid respondents from 18 provinces and 58 cities in Indonesia responded to the survey. Analysis was conducted using SEM method with Lisrel 8.7 support which tested the 8 hypotheses. The
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Liao, Pei Wen, and Jun Yi Hsieh. "What Influences Internet-Based Learning?" Social Behavior and Personality: an international journal 39, no. 7 (2011): 887–96. http://dx.doi.org/10.2224/sbp.2011.39.7.887.

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The aim in this study was to determine whether Internet-based learning is affected by perceived playfulness, satisfaction, and the performance expectancy effect. The performance expectancy of students based on experience may also be generated directly by the target that caused the emotions. Thus, we used perceived playfulness to explore the impact of performance expectancy. Data collected from 600 university students in Taiwan were tested against the research model using structural equation modeling. The results strongly support the proposed model in predicting performance expectancy when usin
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Tian, Zemin. "Influence of Gamification on User Loyalty Toward Mobile Applications." Social Behavior and Personality: an international journal 51, no. 5 (2023): 1–10. http://dx.doi.org/10.2224/sbp.12178.

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Competition for use of different mobile applications (apps) is intense. How to improve user loyalty to mobile apps is an urgent issue for enterprises to solve. Gamification has become an important means of attracting users' attention to apps. In this study 357 participants completed a questionnaire assessing human–computer interaction, interpersonal interaction, perceived playfulness, user loyalty, and involvement with reference to the payment app Alipay and the game within it, . Structural equation modeling was performed and the results showed that both human–computer interaction and interper
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Andrew, Roberto, and Retno Ardianti. "Perceived playfulness, perceived usefulness, confirmation dan continuance intention pada layanan video on demand: satisfaction sebagai mediasi." MBR (Management and Business Review) 6, no. 2 (2022): 195–211. http://dx.doi.org/10.21067/mbr.v6i2.7549.

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Di tengah meningkatnya jumlah pelanggan video on demand (VOD) selama pandemi, penelitian selama ini belum menjelaskan tentang hal-hal yang membentuk intensi pelanggan untuk melanjutkan berlangganan layanan tersebut. Oleh karena itu, penelitian ini bertujuan untuk menjelaskan pengaruh perceived playfulness, perceived usefulness, dan confirmation terhadap continuance intention dengan satisfaction sebagai variabel yang memediasi. Dengan menggunakan partial least square (PLS) sebagai teknik analisa data, hasil penelitian menunjukkan pentingnya kesesuaian antara ekspektasi dengan pengalaman riil pe
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in, Amirudd, Grace T. Pontoh, and Endang Sriningsih. "Determinants of Attitudes of Computer Users: an Approach to the Technology Acceptance Model and Social Cognitive Theory." Webology 18, SI03 (2021): 92–111. http://dx.doi.org/10.14704/web/v18si03/web18022.

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This work desires to observe and analyze (1) the computer anxiety consequence, self-adequacy of technology, perceived playfulness and understood ease of use the approach of using computers; (2) the consequence of computer anxiety, computer self-adequacy, and perceived playfulness, on the attitude of using computers mediated by. This study is a significant research and uses survey methods with data collection techniques using questionnaires and data analyzed using AMOS statistical software. The outcomes demonstrated that (1) computer self-adequacy, perceived playfulness and had a serious influe
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Ren, Gang, Gang Wang, and Tianyang Huang. "What Influences Potential Users’ Intentions to Use Hotel Robots?" Sustainability 17, no. 12 (2025): 5271. https://doi.org/10.3390/su17125271.

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The application of intelligent robots will change the service model of hotels. However, users’ willingness to use robots in hotels is not so strong. The research aims to identify the factors influencing potential consumers’ intention to use hotel robots. Based on the technology acceptance model and social presence theory, this study constructs a hotel robot acceptance model (HRAM), and this model includes seven variables: social presence, perceived playfulness, trust, perceived ease of use, perceived usefulness, attitude, and willingness to use hotel robots. The research involved a combination
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Kang, Minhyung. "Active users’ knowledge-sharing continuance on social Q&A sites: motivators and hygiene factors." Aslib Journal of Information Management 70, no. 2 (2018): 214–32. http://dx.doi.org/10.1108/ajim-09-2017-0207.

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Purpose The purpose of this paper is to focus on active users who are key contributors to online social question-and-answer (Q&A) sites, and examine antecedents of their knowledge-sharing continuance intention, based on expectation-confirmation theory and organizational justice theory. Design/methodology/approach Sample data were gathered via an online survey from active users of Naver Knowledge-iN, a popular online social Q&A site in South Korea. Partial least squares structural equation modeling was adopted for data analysis. Moreover, a multi-group analysis was conducted to identify
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Lin, Chih-Wei, Yu-Sheng Lin, Chia-Chi Liao, and Chih-Cheng Chen. "Utilizing Technology Acceptance Model for Influences of Smartphone Addiction on Behavioural Intention." Mathematical Problems in Engineering 2021 (June 1, 2021): 1–7. http://dx.doi.org/10.1155/2021/5592187.

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The purpose of this study was to establish a behavioural model of students’ smartphone usage based on the perception of new advanced information technology, perceived playfulness, and smartphone addiction (SA). Undergraduate students were chosen to be the participants from a university in Taiwan. There were 814 valid questionnaires and the valid response rate was 81.4%. Firstly, SA positively and significantly affected perceived playfulness, perceived ease of use, and perceived usefulness. Secondly, perceived usefulness did not significantly influence behavioural intention. However, there was
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Dissertations / Theses on the topic "Perceived Playfulness"

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Cox, Trissa. "Factors Associated with Behavioral Intention to Disclose Personal Information on Geosocial Networking Applications." Thesis, University of North Texas, 2012. https://digital.library.unt.edu/ark:/67531/metadc115059/.

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Information privacy is a major concern for consumers adopting emerging technologies dependent on location-based services. This study sought to determine whether a relationship exists among factors of personalization, locatability, perceived playfulness, privacy concern and behavioral intention to disclose personal information for individuals using location-based, geosocial networking applications. Questionnaire responses from undergraduate students at a 4-year university provide insight into these relationships. Multiple regression results indicated that there was a statistically significant r
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LIN, KUAN-HSIU, and 林冠秀. "The Influence of Subjective Norms,Perceived Risk, and Perceived Playfulness on Online Purchase Intentions." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/79878259409958728121.

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碩士<br>崇右技術學院<br>經營管理研究所<br>105<br>Under the popularity and fast development of information products, technology skills and Internet communication, the use of Internet has turned into an integral part of life. Corporations and stores have invested on on-line sales as their business strategy. Meanwhile consumers have switched their purchases from selecting products in brick and mortar stores to browsing websites who offer fast and convenient service, competitive prices to attract customers. The Internet is an easy access for both domestic customers and global markets. The electronic marketing
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Chang, Chia-Chun, and 張佳純. "Wii Sports acceptance and usage model:Antecedents of perceived playfulness and perceived ease of use." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/79577384886777395524.

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碩士<br>朝陽科技大學<br>休閒事業管理系碩士班<br>99<br>There is a growing steam of playing video games into a person’s daily life as a leisure activity. Usage of one such technology has been widely accepted as there is much potential for software manufacturers to develop new products. Understanding user acceptance of the video game is important to assess its effectiveness. A well-designed general game helps to ensure a positive user experience and therefore repeat usage. Wii Sports is a sports game produced by Nintendo as being the study case, to examine how this technology is adopted by users, Davis’ technology
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Wen, Hua, and 溫樺. "An EEG Study of the Perceived Playfulness in Playing Mobile Game." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/64126883729605587234.

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碩士<br>淡江大學<br>資訊管理學系碩士班<br>101<br>Perceived playfulness is a sensory-depth enjoyment. It has mostly applied in the research of man-machine interface or Web browsing. But there is a lack of study in mobile game. The brain waves study has recently emerged, many researchers have applied advanced electronic measurement devices to experiment. Thus, this study is to understand user’s brain-waves change, by utilizing electroencephalogram (EEG) to detect user’s brain waves while playing mobile game. And a self-report perceived playfulness scale is also administered to users after playing the game with
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Lien, Guan-Jie, and 連貫傑. "Study of The Effects of Perceived Interactivity And Perceived Playfulness for Intention of QR Code Users." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/03652191816885343447.

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碩士<br>國立體育大學<br>休閒產業經營學系<br>102<br>QR Code is a two-dimensional bar Code which is scaned by smart phones. Because of the ability to get a large number of information quickly, QR Code has generally been used in various industries. However, even if the marketing and publicity benefits of QR Code is great, but they are not widespread used. Therefore, this study attempts to add some variables into technology acceptance model (TAM), to analyze the components of intentions behind QR Code users. Providing the academics and industry related to QR Codes as research material or marketing business strate
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Chou, Jacky Po Ching. "Understanding user's perceived playfulness toward mobile information and entertainment services in New Zealand." 2006. http://hdl.handle.net/10292/383.

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The convergence of mobile commerce and internet technologies has promised users unprecedented convenience and greater enjoyment. Over the past few years, the development of mobile information and entertainment services (MIES) has been phenomenal. Recently, research has been conducted into ways toward better acceptance of these services by users. However, many of these studies are technical driven, without discussing important end user needs. To understand users' perception associated with mobile information and entertainment services the author extended and empirically tested a new antecedent
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Tsai, Wei-Ling, and 蔡瑋玲. "The Impact of Menu Elements on the Consumers’ Perceived Playfulness and Product Attitudes." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/08517894700357389130.

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碩士<br>國立中央大學<br>企業管理研究所<br>99<br>According to the Government statistic and the private sectors, people who live in Taiwan increase their costs of dining out year by year. With the increase of dining out arisng, more and more unique and stylish restaurants sprouted up. In order to stand out in so many restaurants, the owners of the restaurants have to care the details of their restaurants, as the menu is a good media for restaurants use to communicate with consumers and exhibits restaurants’ information, the above notations prompt this rsearch. This rsearch adopts internet questionnaire to sur
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Zhang, Heng-Ming, and 張恆銘. "Use the UTAUT, trust and perceived playfulness to research on SNS user's behavior." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/17262572848089478460.

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碩士<br>國立臺北商業技術學院<br>商學研究所<br>100<br>In this study, the UTAUT as the theoretical basis to explore the behavioral intentions and usage behavior of users of social networking sites, will be key factors. Taking into account the level of trust users on the social networking sites and site content to attract users to an interesting degree. This study used empirical research to the Facebook social networking site users as subjects, the effective recovery of the sample size was 286 copies, results showed: (1) "Effort expectancy", "social influence" and "trust" positive and significant impact on users
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Chen, Chien-hung, and 陳建宏. "The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/03149957274903934866.

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碩士<br>國立屏東教育大學<br>教育科技研究所<br>99<br>The purpose of this study was to analyze flow experience , perceived usefulness, perceived ease of use and perceived playfulness whether effect the online game players’ continuance intention. The research used a questionnaire and the subjects of survey were online game users, and received 306 effective samples after one month-long collection. The data individually used frequency distribution, percentage, average, standard deviation, one-sample t test, t-test, and one-way ANOVA to analyze. The conclusions I have come to were as follows: 1. There were signific
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Wu, Ching-yi, and 吳靜宜. "TAM, Perceived Playfulness and Conformity toward Behavior Intention of Virtual Community: An Empirical Study." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/12585854472867572498.

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碩士<br>國立中央大學<br>企業管理研究所<br>98<br>With the rapid development of virtual community, the communication of people is no longer limited in the real life, and further to the network without restricted by geography. The interpersonal intangible sense of love comes true and shown on the virtual world. Along with the variety of virtual communities the development of community that people probably built the relationships first on the Internet in the past. But nowadays, people built the relationships first in the real world. Virtual community is multi-function, and also provides the need of communica
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Book chapters on the topic "Perceived Playfulness"

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Zhao, Zehui, Ruisi Liu, and Junjie Chu. "Perceived Playfulness: Factors Affecting the VR Display Experience in Museums." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-61041-7_9.

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Dapubeang, Muhammad A. R., Ronald P. C. Fanggidae, and Merlyn Kurniawati. "Analysis of Perceived Usefulness and Playfulness on Intention to Use TikTok Shop (a Study on Teenagers in Kupang City)." In Proceedings of the International Conference on Economic Management, Accounting and Tourism (ICEMAT 2023). Atlantis Press International BV, 2024. http://dx.doi.org/10.2991/978-94-6463-411-2_2.

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Granić, Andrina. "Technology Acceptance and Adoption in Education." In Handbook of Open, Distance and Digital Education. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-2080-6_11.

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AbstractThe chapter provides a comprehensive and up-to-date insight into main research findings in the area of educational technology acceptance, adoption, and usage. Over the past decades, a variety of theoretical perspectives have been advanced to provide an understanding of the determinants of adoption of various technologies used to support the process of knowledge transfer and acquisition. Although some prominent theoretical approaches in educational contexts include Innovation Diffusion Theory (IDT), Unified Theory of Acceptance and Use of Technology (UTAUT), as well as Motivational Mode
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Granić, Andrina. "Technology Acceptance and Adoption in Education." In Handbook of Open, Distance and Digital Education. Springer Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-0351-9_11-1.

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AbstractThe chapter provides a comprehensive and up-to-date insight into main research findings in the area of educational technology acceptance, adoption, and usage. Over the past decades, a variety of theoretical perspectives have been advanced to provide an understanding of the determinants of adoption of various technologies used to support the process of knowledge transfer and acquisition. Although some prominent theoretical approaches in educational contexts include Innovation Diffusion Theory (IDT), Unified Theory of Acceptance and Use of Technology (UTAUT), as well as Motivational Mode
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Yeh, Ron Chuen, Yi-Chien Lin, Kuo-Hung Tseng, Pansy Chung, Shi-Jer Lou, and Yi-Cheng Chen. "Why Do People Stick to Play Social Network Sites? An Extension of Expectation-Confirmation Model with Perceived Interpersonal Values and Playfulness Perspectives." In Advanced Methods for Computational Collective Intelligence. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-34300-1_4.

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Kumonong, Rocky Stefanus, Anthon Stevanus Tondo, and Mochammad Riyadh Rizky Adam. "Analyzing the Impact of Perceived Playfulness and Price On Brand Loyalty In a Football Game Product: A Case Study Of EA Sports FC Mobile Indonesia." In Advances in Economics, Business and Management Research. Atlantis Press International BV, 2024. https://doi.org/10.2991/978-94-6463-585-0_45.

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Kiong, Tee Poh, Tjahjana Maria Felita Amanda, Ng Chee Pung, Wong Ling Chai, and Rohizan Ahmad. "Live Stream Shopping in Indonesia." In Practical Frameworks for New-Age Digitalization Business Strategy. IGI Global, 2025. https://doi.org/10.4018/979-8-3373-2018-2.ch008.

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The popularity of livestream shopping has sparked a lot of attention toward understanding consumer behaviour especially in the fashion apparel sector in Indonesia. This study aims to investigate the impact of key opinion leader's (KOL) endorsement, interactivity and playfulness on perceived value and impulsive purchase intention in the live commerce environment. Data from 209 Indonesian online users who at least performed one live stream shopping in social media, was collected and analysed using structural equation modelling (PLS-SEM). The results showed that KOL endorsement, interactivity and
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Lugones, María. "Playfulness, “World”-Traveling, and Loving Perception." In Feminist Philosophy of Mind. Oxford University PressNew York, 2022. http://dx.doi.org/10.1093/oso/9780190867614.003.0006.

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Abstract This chapter considers the ontological implications of encountering varying levels of intelligibility when one traverses social structures, such as when one immigrates to a new culture or works in a place with people of a different economic class than one’s own. This chapter terms this phenomenon “world-traveling,” which the chapter understands as the shift in self-experience that occurs when an oppressed person moves from an environment where she is readily perceived as an active subject to one where she is perceived as a passive instrument of others’ wills and desires. Such a situat
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Suki, Norazah Mohd. "Modelling Factors Influencing Early Adopters’ Purchase Intention Towards Online Music." In User Perception and Influencing Factors of Technology in Everyday Life. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-1954-8.ch020.

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The Internet is an incredible technology, offering users a vast choice of new songs and catalogue that can be browsed, streamed or bought online. This paper aims to provide an explanation of factors influencing purchase intention of early adopters towards online music. An empirical survey was used to test the hypotheses. Data were collected from a total of 200 questionnaires distributed to early adopters of online music and were analysed using Structural Equation Modeling (SEM) via the Analysis of Moment Structure (AMOS 16) computer program. Results enumerate that perceived ease of use emerges
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Zhang, Lufang, Conghui Miao, Zhichuan Tang, and Yuning Zhu. "Research on the Experiential Design Education of Sustainable Materials Based on Virtual Reality." In Frontiers in Artificial Intelligence and Applications. IOS Press, 2024. http://dx.doi.org/10.3233/faia241128.

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The teaching of sustainable materials in industrial design lacks opportunities for students to observe and interact with materials. This study developed a virtual reality (VR) teaching system for sustainable materials based on the theory of situated learning. We utilized the spatial and temporal dimensions in VR to show the entire process of sustainable materials from growth to degradation during the product life cycle. Students were given the opportunity to interact with the material directly. This study investigated how situated learning theory can be translated into immersive experiences ab
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Conference papers on the topic "Perceived Playfulness"

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Pangaribuan, Christian Haposan, Johan Setiawan, Desman Hidayat, Okta Prihatma Bayu Putra, Muhril Ardiansyah, and Cahya Aditya Minardi Putra. "Mobile Game Stickiness, Perceived Playfulness, and Interests of Digital Goods Purchase: An Empirical Study on Mobile Gamers in Indonesia." In 2021 3rd International Conference on Cybernetics and Intelligent System (ICORIS). IEEE, 2021. http://dx.doi.org/10.1109/icoris52787.2021.9649560.

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