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Journal articles on the topic 'Perceived Playfulness'

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1

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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Yang, Yanqun, Xinli Wu, Linwei Wang, Said M. Easa, and Xinyi Zheng. "Evaluating Acceptance of Novel Vehicle-Mounted Perfume Automatic Dispersal Device for Fatigued Drivers." Applied Sciences 14, no. 11 (2024): 4580. http://dx.doi.org/10.3390/app14114580.

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This paper evaluates the influence of different variables on drivers’ willingness to accept and use a vehicle-mounted perfume automatic dispersal device (VP-ADD) connected to the vehicle’s electronic map. Based on the technical acceptance model, we clarify and condense the explanation of the model used to evaluate the impact of user behavior attitudes and device characteristics on six factors, perceived usefulness, perceived ease of use, attitude towards use, intention to use, perceived playfulness, and perceived risk, proposing eight hypotheses. Then, we assessed the responses of 562 drivers
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Recuero Virto, Nuria, and Maria Francisca Blasco López. "Lessons from Lockdown: Are Students Willing to Repeat the Experience of Using Interactive Smartboards?" International Journal of Emerging Technologies in Learning (iJET) 15, no. 24 (2020): 225. http://dx.doi.org/10.3991/ijet.v15i24.19327.

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COVID-19 outbreak has stimulated all kind of e-learning proposals to con-tinue with students’ educational progression. Despite the fact it is significant to understand students’ perceptions regarding their performance with collab-orative tools, specifically interactive smartboards, no research was found during the exhaustive literature review conducted. A research model has been pre-tested using a sample of students of the Faculty of Commerce and Tourism of the Complutense University of Madrid. The results of this ex-ploratory research expose that (1) playfulness has a significant and positive
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Lin, Chih-Wei, Chun-Yu Chien, Shao-Leon Lian, Yun-Tsan Lin, and Wei-Hsun Hsu. "Exploring the impact factors of the usage intention of AR sports games for home exercise based on the decomposed theory of planned behavior." Journal of Infrastructure, Policy and Development 8, no. 16 (2024): 10643. https://doi.org/10.24294/jipd10643.

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This study aims to explore the factors influencing people’s intention to use home fitness mobile apps in the post-pandemic era. By incorporating the perspective of playfulness into the decomposed theory of planned behavior, it seeks to construct a behavioral model for the public's use of AR sports games for home exercise. The research focuses on Active Arcade users residing in Taiwan, employing the snowball sampling method to conduct an online questionnaire survey. A total of 340 valid questionnaires were collected and analyzed using linear structural equations. The study reveals three main fi
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Park, Eun Ju. "The Effect of Pre-service Early Childhood Teachers' Playfulness and Play Belief on Play Teaching Efficacy." Taegu Science University Defense Security Institute 7, no. 1 (2023): 53–74. http://dx.doi.org/10.37181/jscs.2023.7.1.063.

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The purpose of this study is to find out how playfulness and play beliefs of pre-service early childhood teachers affect play teaching efficacy. The subjects of the study were 267 students of K College located in D city. The collected data were subjected to frequency analysis, descriptive statistics, correlation analysis, stepwise multiple regression analysis, and One-Way ANOVA using the SPSS 18.0 program. The main results of this study are as follows. First, the general tendencies of pre-service early childhood teachers' playfulness, play beliefs, and play teaching efficacy were higher than n
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Lee, Hoon, Heejeong Hwang, and Changsup Shim. "Experiential festival attributes, perceived value, satisfaction, and behavioral intention for Korean festivalgoers." Tourism and Hospitality Research 19, no. 2 (2017): 199–212. http://dx.doi.org/10.1177/1467358417738308.

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Based on an extensive literature review of the festival experience, this study proposes that the experiences of festivalgoers can be classified into five main attributes, namely Escape, Playfulness, Togetherness, Sacredness, and Placeness. A survey of 450 South Koreans who had participated in some type of domestic festival in the past year statistically validated these attributes and explored the impact of each on the perceived value, satisfaction, and behavioral intentions of festivalgoers. The study shows that those Koreans who experienced Playfulness, Sacredness, and Placeness at a festival
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Widianingsih, Rini, Dona Primasari, and Agus Sunarmo. "IMPLEMENTASI BRINETS TERHADAP KINERJA PEGAWAI DENGAN PERCEIVED ENJOYMENT DAN COMPUTER PLAYFULNESS SEBAGAI VARIABEL MODERATING." Jurnal Analisis Bisnis Ekonomi 15, no. 1 (2017): 1–8. http://dx.doi.org/10.31603/bisnisekonomi.v15i1.998.

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Penelitian ini bertujuan untuk mengetahui pengaruh penerapan sistem informasi online BRI(BRINETS) terhadap kinerja karyawan dengan perceived enjoyment and computer playfulness sebagaivariabel moderating. Penelitian ini merupakan penelitian empiris dengan teknik sampling sensus. Datadiperoleh dari 38 responden karyawan PT. BRI Banyumas. Data diolah dengan menggunakan SPSS. Hasilpengujian hipotesis menunjukkan bahwa semua hipotesis diterima. Hasil pengujian hipotesis pertama dankedua menunjukkan bahwa penerapan sistem informasi online BRI (BRINETS) berpengaruh terhadapkinerja karyawan, dan perce
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17

Codish, David, and Gilad Ravid. "Academic Course Gamification: The Art of Perceived Playfulness." Interdisciplinary Journal of e-Skills and Lifelong Learning 10 (2014): 131–51. http://dx.doi.org/10.28945/2066.

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18

Lin, Chih-Wei, Chun-Yu Chien, Chi-Pei Ou Yang, and Tso-Yen Mao. "Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective." Sustainability 15, no. 1 (2022): 589. http://dx.doi.org/10.3390/su15010589.

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Gamification, an innovative tool for interacting with consumers that can be seen as a new trend in marketing, could enhance customer behavior, such as greater loyalty. This paper investigates the relationship between gamification, attitude, and customer behavioral intention. Using the Starbucks branded app as the tool, this study aims to identify the influencing factors of the app from a gamification perspective (achievement, challenge, rewards) on customer engagement, perceived playfulness, attitude, and behavior. The Technology Acceptance Model and Mechanics Dynamics Emotions were employed,
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Hua, Nan, Randall Shannon, Murtaza Haider, and George P. Moschis. "Factors Influencing Purchase Intention of Food Surplus through a Food-Sharing Platform." Sustainability 15, no. 17 (2023): 13000. http://dx.doi.org/10.3390/su151713000.

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Food waste is a serious issue around the world. One way to address this issue is distributing food surpluses through food-sharing platforms. There are a limited number of empirical studies investigating the drivers of using food surplus-sharing platforms, particularly in developing countries. This paper investigates the impacts and connections between environmental concern, perceived playfulness, social norms, food waste awareness, price consciousness, food neophobia, and purchase intention of food surplus through a food-sharing platform in Thailand. A sample of 284 Yindii users was analyzed b
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Güvendi, Burcu, and Muhsin Hazar. "Playfulness, perceived stress and coping with stress approaches in teacher candidates in various departments." Journal of Human Sciences 13, no. 3 (2016): 5796. http://dx.doi.org/10.14687/jhs.v13i3.4348.

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The purpose of this research is to examine the playfulness, perceived stress and overcoming the stress styles in teacher candidates, identify the relationships between. The research group of 338 ( =20.31±1.25) physical education, pre-school and classroom teachers, of which 242 were females ( =20.27±1.25) and 96 were males ( =20.44±1.25). As data collection tool, 'Playfulness Scale', 'Perceived Stress Scale' and 'Coping with Stress Scale' were used. In the analysis of data, Spearman Product Moment Correlation Analysis, Kruskal Wallis and Mann-Whitney U Tests from non-parametrical tests were use
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Wustmann, Seiler Corina, Patricia Lannen, Isabelle Duss, and Fabio Sticca. "Mitspielen, (An)Leiten, Unbeteiligt sein? Zusammenhänge kindlicher und elterlicher Playfulness: eine Pilotstudie." Frühe Bildung: Interdisziplinäre Zeitschrift für Forschung, Ausbildung und Praxis 10, no. 3 (online first) (2021): 1–8. https://doi.org/10.5281/zenodo.4963976.

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Playfulness wird als die Fähigkeit, Bereitschaft und Freude von Kindern verstanden, sich auf das Spiel(en) einzulassen. Obwohl ihr eine hohe Relevanz für die kindliche Entwicklung zugeschrieben wird, ist die Forschungslage, insbesondere zur Rolle der Erwachsenen, dünn. Im Rahmen einer Pilotstudie wurden 76 Eltern zur Playfulness ihres Kindes, zu ihrer eigenen Playfulness, ihrer Einstellung gegenüber dem kindlichen Spiel sowie ihrer Beteiligung am Spiel befragt. Anhand eines Strukturgleichungsmodells wurden sowohl direkte als auch indirekte Zusammenhänge zwischen kindli
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Abu-AlSondos, Ibrahim A., Anas A. Salameh, Abeer F. Alkhwaldi, Alaa S. Mushtaha, Maha Shehadeh, and Ala'a Al-junaidi. "Evaluating Mobile E-Learning Systems Acceptance: An Integrated Model." International Journal of Interactive Mobile Technologies (iJIM) 17, no. 16 (2023): 30–47. http://dx.doi.org/10.3991/ijim.v17i16.42679.

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Previous studies have confirmed that managers need to develop influencing strategies to encourage employees to accept mobile information systems. Despite the recognition in past research that external variables can influence employee’s perceptions, the explanation of how their approval of the framework is affected by these external variables’ pathways or procedures remains limited. Participants were selected from Malaysian institutions that have previously rolled out mobile e-learning technologies into their operations. Empirical findings disclose that source credibility is positively associat
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Oh, Chi-Sung, Yejin Lee, and Ji-Hwan Yoon. "The impacts of travel product live commerce characteristics on perceived usefulness, flow, and purchase intention." Tourism Sciences Society of Korea 48, no. 5 (2024): 127–45. http://dx.doi.org/10.17086/jts.2024.48.5.127.145.

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This study aims to understand the factors influencing the intention to purchase travel products in live commerce, a rapidly emerging form of contactless online consumption. Specifically, this study examined how live commerce characteristics (i.e., real-time interactivity, playfulness, show host awareness, shopping convenience, price value, and presence), Technology Acceptance Model components (i.e., social influence and facilitating conditions), and flow lead to purchase intention. A total of 290 valid responses were collected via an online survey, targeting individuals who have watched live c
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Zhukova, Marina, and Susan C. Herring. "Benign or Toxic? Differences in Emoji Interpretation by Gender, Generation, and Emoji Type." Language@Internet 22, Special Issue (2024): 74–108. https://doi.org/10.14434/li.v22.40800.

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Emoji usage, traditionally associated with playfulness and friendliness, has extended into toxic online behavior, encompassing both threatening emojis, such as the bomb 💣, and positive emojis, such as a smile 😊, used to intensify toxic content. This study investigates the extent to which different demographic groups perceive emoji use differently, including potentially toxic emoji use. Through an online survey, participants rated combinations of text and emoji on scales of friendliness, playfulness, sarcasm, passive-aggression, offensiveness, and threat. The findings reveal differences in emoj
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Jung, Sang-Hyun, and Hwa-Hyung Lee. "The Effects of SNS Characteristics on the Ticket Purchase Intention of Performing Arts Consumers: Focusing on the Technology Acceptance Model." Korea Association Of Cultural Economics 26, no. 2 (2023): 113–43. http://dx.doi.org/10.36234/kace.2023.26.2.113.

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This study proposes a research model that investigates that influential relationship of the major variables set when searching for performing arts, including the characteristics of SNS, perceived usefulness, perceived ease of use, and ticket purchase intention. The subjects were performing arts consumers with experiences of purchasing a performing arts ticket via SNS. A total of 261 questionnaires were collected with the online survey platform Google Docs. The empirical analysis results were tested at the significance level of α=.05, and statistical treatments were analyzed with the SPSS 28.0
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Rusmana, Oman, Icuk Rangga Bawono, and Riza Uyun Indriyani. "Analysis of User’s Acceptance of The Accrual-Based Financial Simda with Technology Acceptance Model (Tam) 3 Adapted Approach." Jurnal Akuntansi dan Governance Andalas 1, no. 2 (2020): 1–20. http://dx.doi.org/10.25077/jaga.v1i2.41.

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The purpose of this research is to analyze the user’s acceptance of the Accrual-Based Financial SIMDA by using Technology Acceptance Model 3 adapted approach. The research has 7 variables, namely: Result demonstrability (RES), Computer Playfulness (CPLAY), Perceived Enjoyment (ENJ) , Perceived Usefulness (PU), Perceived Ease of Use (PEOU), Behavioral Intention (BI), and System Usage (USE). This research is a quantitative research held at the Local Government of Brebes. The method of gathering data is survey by distributing questionnaires to the respondents. The research uses proportionate stra
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Kristiani, Nuning, and Shahnaz Wirenta Putri. "PENGARUH PERCEIVED USEFULNESS DAN PLAYFULNESS TERHADAP INTENTION TO USE PENGGUNA APLIKASI TIK TOK DI MASA PANDEMI COVID 19." CAPITAL: Jurnal Ekonomi dan Manajemen 5, no. 2 (2022): 162. http://dx.doi.org/10.25273/capital.v5i2.12021.

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Penelitian ini bertujuan untuk mengetahui perilaku pengguna aplikasi Tik Tok dan bagaimana serta intensi penggunanya. Pengukuran perilaku yang digunakan adalah persepsi kegunaan<em> (perceived usefulness</em>) dan persepsi<em> </em>kesenangan (<em>perceived playfulness</em>) sebagai varibel yang diduga mempengaruhi <em>intention to use pengguna </em>aplikasi Tik Tok sebagai varibel terikatnya. Penelitian yang dilakukan pada masa pandemi covid 19 ini menggunakan respoden sebanyak 160 orang yang didominasi oleh jenis kelamin wanita, berusia 17-25 t
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Lin, Chih-Wei, Yu-Sheng Lin, Yi-Sheng Xie, and Jui-Hsiu Chang. "Understanding the Behavioural Intention to Play the Nintendo Switch: An Extension of the Technology Acceptance Model." Applied System Innovation 5, no. 6 (2022): 124. http://dx.doi.org/10.3390/asi5060124.

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Ever since the first games launched in the 1970s, the rapid growth of the video games market has successfully attracted more and more purchasers. In this study, we use Nintendo Switch as a case study to examine the extended technology acceptance model (TAM), which integrates the factors of Perceived Playfulness and Compatibility to determine their relevance in the usage behavior. A total of 266 questionnaires were obtained using snowball sampling and analyzed using the Structural Equation Modeling (SEM). The study results revealed that the expanded TAM model can be effectively used in this con
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Chen, Zaidie, Fatihah Mohd, and Nur Ain Ayunni Sabri. "THE FUTURE OF MOBILE BANKING ADOPTION: NEW INSIGHTS FROM CONSUMER BEHAVIOR AND THE TECHNOLOGY ACCEPTANCE MODEL." Journal of Information System and Technology Management 10, no. 38 (2025): 351–65. https://doi.org/10.35631/jistm.1038024.

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This study investigates the influence of perceived external control and computer playfulness on behavioral intention to adopt mobile banking, with perceived ease of use (PEOU) as a mediator. Mobile banking adoption is driven by factors beyond basic usability, including security, personalization, and trust. While the Technology Acceptance Model (TAM) provides a foundation for understanding user acceptance, this research extends it by focusing on the roles of perceived external control (beliefs about external factors impacting banking outcomes) and computer playfulness (enjoyment derived from th
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Pangestu, Raka, and Sri Rahayu Hijrah Hati. "Analysis of Factors Influencing Impulsive Buying Behavior and the Role of Influencer Marketing in Electronic Commerce." Ekonomis: Journal of Economics and Business 9, no. 1 (2025): 214. https://doi.org/10.33087/ekonomis.v9i1.2015.

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This study aims to explore how external factors such as demand, interactivity, e-commerce anchor attributes, playfulness, perceived scarcity, immersion, and convenience affect the perception of enjoyment and involvement in impulsive buying behavior in e-commerce in Indonesia. A total of 393 respondents who have experienced and enjoyed the live streaming shopping feature and made purchases on one e-commerce platform were used. The analysis was carried out using SmartPLS 4.0. The results showed that e-commerce anchor attributes, playfulness, perceived scarcity, immersion, and convenience have a
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Wu, Yue, Qianling Jiang, Shiyu Ni, and Hui’e Liang. "Critical Factors for Predicting Users’ Acceptance of Digital Museums for Experience-Influenced Environments." Information 12, no. 10 (2021): 426. http://dx.doi.org/10.3390/info12100426.

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Digital museums that use modern technology are gradually replacing traditional museums to stimulate personal growth and promote cultural exchange and social enrichment. With the development and popularization of the mobile Internet, user experience has become a concern in this field. From the perspective of the dynamic stage of user experience, in this study, we expand ECM and TAM by combining the characteristics of users and systems, thereby, constructing the theoretical model and 12 hypotheses about the influencing factors of users’ continuance intentions toward digital museums. A total of 2
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Park, Yeon Ok. "A study on Informativeness and Playfulness on the Perceived Ease of Use and Usefulness: focusing on mediating effect of immersiveness." Korea Institute of Design Research Society 9, no. 2 (2024): 324–38. http://dx.doi.org/10.46248/kidrs.2024.2.324.

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Recently, companies are using Metaverse as a communication tool with consumers to revitalize marketing. In this regard, the purpose of this study is to determine whether the informativeness of the metaverse mediates immersion and has a positive effect on perceived ease of use and perceived usefulness, and whether the playfulness of the metaverse mediates immersion and has a positive effect on perceived ease of use and perceived usefulness. The goal is to verify whether it has a positive impact. For this purpose, the concepts of variables and previous research were examined, and then a research
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Hasanah, Adha Faubya, Liza Agustina Maureen Nelloh, and Sasotya Pratama. "How Effective is FYP (ForYouPage) Campaign for Business Contents on in Indonesia?" Jurnal Ilmu Manajemen & Ekonomika 14, no. 2 (2022): 51. http://dx.doi.org/10.35384/jime.v14i2.274.

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TikTok has gaining popularity in Indonesia recently and many of the businesses in Indonesia use this platform to communicate their value proposition. Hence, the previous studies about Technology of Acceptance Model has been tested in many settings, but still limited to this effectiveness of the platform especially the campaign of ForYouPage (FYP) for business contents in Indonesia. Some evident shows that in some business contents, customers find it low engagement and interaction between company and users. Therefore, In order to test the effectiveness of FYP business content in Indonesia, we a
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Brown, Kieron. "Play and Playfulness in Lynda Barry’s What It Is." Eludamos: Journal for Computer Game Culture 12, no. 1 (2021): 127–48. http://dx.doi.org/10.7557/23.6366.

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This article discusses play and playfulness in Lynda Barry’s autobiographical comics/instructional work What It Is (2008). The term ‘playfulness’ is commonly used in two primary but distinct ways, namely in a phenomenological sense concerning a free attitude accompanying a given play activity, and referring to a frame-breaking form of disruption. I refer to the former as play/playing, and reserve the term ‘playfulness’ for the latter, while also suggesting that playfulness implies a form of disruptive attitude or intent. Playing is a central concept in Barry’s work, one on which the author dra
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Wang, Shaofeng, Ahmed Tlili, Lixin Zhu, and Junfeng Yang. "Do Playfulness and University Support Facilitate the Adoption of Online Education in a Crisis? COVID-19 as a Case Study Based on the Technology Acceptance Model." Sustainability 13, no. 16 (2021): 9104. http://dx.doi.org/10.3390/su13169104.

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A large number of universities worldwide are paying more and more attention to the application and exploration of online education. As the group with the most significant number of online education users, their participation attitude and participation intention directly determine the teaching performance of online education. This research will incorporate playfulness teaching and scenario variables that reflect the universities’ ability to respond to emergencies. Based on the technology acceptance model, this research proposes an integrated research model of online education participation inte
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Tang, Tianpei, Xiwei Wang, Jianbing Wu, Meining Yuan, Yuntao Guo, and Xunqian Xu. "Determinants and the Moderating Effects of Individual Characteristics on Autonomous Vehicle Adoption in China." International Journal of Environmental Research and Public Health 20, no. 1 (2022): 43. http://dx.doi.org/10.3390/ijerph20010043.

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Along with the increasing popularity of autonomous vehicles (AVs), urban livability and public health will be enhanced due to ecofriendly issues: alleviated traffic congestion, lower car ownership, and reduced transport emissions. However, some emerging issues, including public safety, trust, privacy, reliability, underdeveloped legislation, and liability, may deter user intentions to adopt an AV. This study introduces an extensive factor, playfulness, into the technology acceptance model (TAM) to quantify the impacts of psychological factors (perceived usefulness, perceived ease of use, and p
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Fang, Ching-Han, Ching-Lin Fang, Ren-Fang Chao, and Shang-Ping Lin. "Paternalistic Leadership and Employees’ Sustained Work Behavior: A Perspective of Playfulness." Sustainability 11, no. 23 (2019): 6650. http://dx.doi.org/10.3390/su11236650.

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The frontline employees of the service industry are the first connection between enterprises and consumers. Therefore, their performance often represents the image of the company. This study intended to discuss employees’ sustained work behavior through the perceived organizational climate, from the point of view of direct supervisors’ leadership. Employees of chain convenience stores in Taiwan were used as the research samples for the questionnaire survey. A total of 473 valid questionnaires were considered using structural equation analyses. The results showed that authoritarian leadership a
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Huang, Menghua, Yingxue Ren, Xu Wang, Xinzhe Li, and Li Li. "What affects the use of smartphones by the elderly? A hybrid survey from China." National Accounting Review 5, no. 3 (2023): 245–60. http://dx.doi.org/10.3934/nar.2023015.

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<abstract> <p>Aging is a growing issue nowadays, and active aging is not only about the health of the elderly but also about social participation. The gap between the elderly and the digital age has to some extent reduced their motivation to participate in social activities. To explore the smartphone use behavior of the elderly, this study developed an extended model based on the technology acceptance model. A hybrid survey was carried out with data collection both online and offline. A total of 271 valid questionnaires were collected through offline field interviews and online dis
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Faridiah, Aghadiati Fajri, Kun Haribowo P. RY., Amalia Nurisqi, and Natasari Dina. "Gamification in e-learning: The mitigation role in technostress." International Journal of Evaluation and Research in Education (IJERE) 10, no. 2 (2021): 606–14. https://doi.org/10.11591/ijere.v10i2.21199.

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The digital world demands graduates who are accustomed to deal with technology. Blended learning is one of the strategies by combining online media with face-to-face classes. It cannot be denied that students who interact with technology experience stress and tension. This condition have an impact on the learning process so that a way out is needed to bring it down. Gamification is a gaming technique that is applied to non-game applications to increase pleasure when interacting with these applications. This feature has been implemented in business applications, social media, e-commerce, and e-
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Raza, Syed Ali, Wasim Qazi, and Amna Umer. "Facebook Is a Source of Social Capital Building Among University Students." Journal of Educational Computing Research 55, no. 3 (2016): 295–322. http://dx.doi.org/10.1177/0735633116667357.

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This study analyzes the influence of Facebook usage on building social capital among university students in Karachi by using a modified framework of technology acceptance model. Important information was gathered utilizing organized questionnaire containing items of Facebook intensity, social self-efficacy, perceived ease of use, perceived usefulness, perceived playfulness (independent variables), intention to continue use (mediating variables), bridging social capital, and bonding social capital (dependent variables), while the specimen size includes 560 university students. Furthermore, the
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Nursyamsiah, Amalia, Mahir Pradana, and Arry Widodo. "Model of Impulsive Buying Behavior in Shopee Live: Study of Demand, Convenience, Interactivity, and Playfulness Through Perceived Usefulness." MARGINAL JOURNAL OF MANAGEMENT ACCOUNTING GENERAL FINANCE AND INTERNATIONAL ECONOMIC ISSUES 4, no. 3 (2025): 726–41. https://doi.org/10.55047/marginal.v4i3.1745.

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Indonesia has seen significant growth in the e-commerce sector, characterized by rapid growth rates. E-commerce gives businesses a new feature with the aim of stimulating consumers to buy products. The live shopping feature on e-commerce platforms is now seen as the latest trend that also serves as a new channel, method, and experience for consumers in doing shopping activities. This research uses the SOR theory derived from the field of environmental psychology which explains how environmental stimuli can influence a person's response and impact the person's behavior. The objective of this re
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Tehdi, Evan, and Florentina Kurniasari T. "Analysis of the Influence of Technological Innovativeness on Perceived Usefulness, Perceived Ease of Use, and Perceived Playfulness and their implications for Usage Intention: An analysis of LinkAja application users." Business and Entrepreneurial Review 21, no. 2 (2021): 231–42. http://dx.doi.org/10.25105/ber.v21i2.9617.

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By using the TAM (Technology Acceptance Model) framework, this study aims to investigate the factors that influence the usage intention of e-wallet applications, especially LinkAja, to make payments in today's digital era. Through the data collection process carried out by surveying 100 respondents, the results found show that the technological innovativeness (IT) variable can indirectly affect usage intention through the variable perceived ease of use and perceived playfulness, besides that it was also found that the variable perceived ease of use (PEU) and perceived playfulness (PP) has a po
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Negra, Anissa, Wafa M'sallem, and Mohamed Nabil Mzoughi. "Investigating Educators' Intention to Adopt M-Learning." International Journal of Technology and Human Interaction 17, no. 3 (2021): 69–83. http://dx.doi.org/10.4018/ijthi.2021070105.

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The technological spread has brought business schools in Arab countries into the m-learning age. Teachers represent one of the most important pillars of the ubiquitous learning implementation. This research aims to examine educators' intention of m-learning adoption based on the TAM, dispositional resistance to change (RTC), and perceived playfulness. One hundred seventy-nine educators from business schools in Tunisia and Saudi Arabia answered the survey. Results revealed that playfulness is the most predictor of the educators' intention adoption of m-learning in both cultures. Cluster analysi
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Priyadarshini, Chetna, S. Sreejesh, and M. R. Anusree. "Effect of information quality of employment website on attitude toward the website." International Journal of Manpower 38, no. 5 (2017): 729–45. http://dx.doi.org/10.1108/ijm-12-2015-0235.

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Purpose The purpose of this paper is to develop and validate an empirical model examining the job seekers’ perception about information quality of corporate employment websites and its impact on their attitude toward the websites through perceived playfulness and usefulness. Furthermore, the study also examines the job seekers’ e-trust as condition under which these mechanisms generate website attitude. Design/methodology/approach A sample of 385 active job seekers was selected through systematic random sampling. A web-based questionnaire was used to elicit responses for the study. Structural
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Paasonen, Susanna. "Many splendored things: Sexuality, playfulness and play." Sexualities 21, no. 4 (2017): 537–51. http://dx.doi.org/10.1177/1363460717731928.

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This article makes a theoretical argument for the productivity of the notions of playfulness and play in feminist and queer studies of sexuality. Defined as a mode of sensory openness and drive towards improvisation, playfulness can be seen as central to a range of sexual activities from fumbling, random motions to elaborate, rehearsed scenarios. Play in the realm of sexuality involves experimentations with what bodies can feel and do. As pleasurable activity practised for its own sake, play involves the exploration of different bodily capacities, appetites, orientations and connections. Under
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Wu, Yi, Tingru Cui, Na Liu, Yimeng Deng, and Junpeng Guo. "Demystifying continuous participation in game applications at social networking sites." Internet Research 28, no. 2 (2018): 374–92. http://dx.doi.org/10.1108/intr-11-2016-0347.

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Purpose Drawn from the social playfulness literature and the elaboration likelihood model, the purpose of this paper is to propose and test a research model to examine users’ continuous participation in SNS game applications. Design/methodology/approach A field survey with 133 subjects was conducted to test the research model. Findings Two identified design features, symbolic physicality and inherent sociability, are found to influence users’ perceived curiosity and perceived enjoyment toward playing SNS game applications. Perceived enjoyment is significantly associated with perceived curiosit
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Lin, Tzu-Hong, Hsi-Peng Lu, Kuo-Lun Hsiao, and Huei-Hsia Hsu. "Continuance Intention of Facebook Check-In Service Users: An Integrated Model." Social Behavior and Personality: an international journal 42, no. 10 (2014): 1745–60. http://dx.doi.org/10.2224/sbp.2014.42.10.1745.

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A Facebook check-in service that allows users to check in at various places and broadcast their location to peers has gained attention recently. However, little is known about why people continue to use the service. We built an integrated model applicable for use within the social network context. We based this study on an expectation confirmation model (ECM) and related technology adoption literature, and examined data from a random survey of 205 users. The results indicated that the direct path between perceived usefulness and continuance intention and satisfaction was non-significant but th
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Wu, Yue, Qianling Jiang, Hui’e Liang, and ShiYu Ni. "What Drives Users to Adopt a Digital Museum? A Case of Virtual Exhibition Hall of National Costume Museum." SAGE Open 12, no. 1 (2022): 215824402210821. http://dx.doi.org/10.1177/21582440221082105.

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The onset of technological innovations (mobile and handhelds, virtual reality, multi-touch screens, and interactive 3D) have provided creative ideas and perspectives for online communication, dissemination, and protection of cultural heritage for costume museums. Digital costume museums (DCM) digitized clothing collections for the Internet, conducive to enhancing visitors’ understanding, enjoyment, and positive attitudes and stimulating further learning, experience, and exploration. However, little attention has been paid to the influence and effects of these technologies on visitors’ experien
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Abraham, Juneman, and Melina Trimutiasari. "Sociopsychotechnological Predictors of Individual’s Social Loafing in Virtual Team." International Journal of Electrical and Computer Engineering (IJECE) 5, no. 6 (2015): 1500. http://dx.doi.org/10.11591/ijece.v5i6.pp1500-1510.

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The rapid development of technology and the demands of the workers to be productive have made efficiency and effectiveness of virtual team collaboration is becoming increasingly urgent lately. Therefore, it is important to identify the variables undermining the efficiency and effectiveness. This study aimed to investigate the role of perceived usefulness, perceived ease of use, and perceived playfulness of online collaboration tool (as elements of technology acceptance) and xenophobia in predicting social loafing (at the individual level)─a social psychological phenomenon that shows the declin
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Lin, Cathy S., Sheng Wu, and Ray J. Tsai. "Integrating perceived playfulness into expectation-confirmation model for web portal context." Information & Management 42, no. 5 (2005): 683–93. http://dx.doi.org/10.1016/j.im.2004.04.003.

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