Abstract
Mobile games as an emerging service have not received wide adoption among users; especially, presenting a compelling experience to users may be crucial to their usage. Drawing on the flow theory, this research identified the factors affecting user adoption of mobile games. The results indicated that perceived ease of use, connection quality and content quality affect flow. Among them, content quality has the largest effect. Flow, social influence and usage cost determine usage intention. The results imply that service providers need to improve users’ experience in order to facilitate their adoption and usage of mobile games.



Similar content being viewed by others
References
Anderson JC, Gerbing DW (1988) Structural equation modeling in practice: a review and recommended two-step approach. Psychol Bull 103(3):411–423
Animesh A, Pinsonneault A, Yang SB, Oh W (2011) An odyssey into virtual worlds: exploring the impacts of technological and spatial environments on intention to purchase virtual products. MIS Q 35(3):789–810
Carlson J, O’Cass A (2011) Creating commercially compelling website-service encounters: an examination of the effect of website-service interface performance components on flow experiences. Elect Mark 21(4):237–253
Chang HH, Wang IC (2008) An investigation of user communication behavior in computer mediated environments. Comput Hum Behav 24(5):2336–2356
CNNIC (2012) 30th statistical survey report on the internet development in China, China Internet Network Information Center
Csikszentmihalyi M, Csikszentmihalyi IS (1988) Optimal experience: psychological studies of flow in consciousness. Cambridge University Press, Cambridge
Davis FD, Bagozzi RP, Warshaw PR (1992) Extrinsic and intrinsic motivation to use computers in the workplace. J Appl Soc Psychol 22(14):1111–1132
Gefen D, Straub DW, Boudreau MC (2000) Structural equation modeling and regression: guidelines for research practice. Commun Assoc Inform Syst 4(7):1–70
Guo YM, Poole MS (2009) Antecedents of flow in online shopping: a test of alternative models. Inform Syst J 19(4):369–390
Hausman AV, Siekpe JS (2009) The effect of web interface features on consumer online purchase intentions. J Bus Res 62(1):5–13
Ho L-A, Kuo T-H (2010) How can one amplify the effect of e-learning? An examination of high-tech employees’ computer attitude and flow experience. Comput Hum Behav 26(1):23–31
Hoffman DL, Novak TP (1996) Marketing in hypermedia computer-mediated environments: conceptual foundations. J Mark 60(3):50–68
Hoffman DL, Novak TP (2009) Flow online: lessons learned and future prospects. J Inter Mark 23(1):23–34
Hsu C-L, Lu H-P (2004) Why do people play on-line games? An extended TAM with social influences and flow experience. Inform Manage 41:853–868
Jung Y, Perez-Mira B, Wiley-Patton S (2009) Consumer adoption of mobile TV: examining psychological flow and media content. Comput Hum Behav 25(1):123–129
Junglas I, Abraham C, Watson RT (2008) Task-technology fit for mobile locatable information systems. Decis Support Syst 45(4):1046–1057
Kamis A, Stern T, Ladik DM (2010) A flow-based model of web site intentions when users customize products in business-to-consumer electronic commerce. Inform Syst Frontier 12(2):157–168
Kim C, Mirusmonov M, Lee I (2010) An empirical examination of factors influencing the intention to use mobile payment. Comput Hum Behav 26(3):310–322
Kim DJ, Hwang Y (2012) A study of mobile internet user’s service quality perceptions from a user’s utilitarian and hedonic value tendency perspectives. Inform Syst Frontier 14(2):409–421
Kim KK, Shin HK, Kim B (2011) The role of psychological traits and social factors in using new mobile communication services. Electron Commer Res Appl 10(4):408–417
Kuo Y-F, Yen S-N (2009) Towards an understanding of the behavioral intention to use 3G mobile value-added services. Comput Hum Behav 25(1):103–110
Lee KC, Kang IW, McKnight DH (2007) Transfer from offline trust to key online perceptions: an empirical study. IEEE Trans Eng Manage 54(4):729–741
Lee T (2005) The impact of perceptions of interactivity on customer trust and transaction intentions in mobile commerce. J Elect Comm Res 6(3):165–180
Lee YE, Benbasat I (2004) A framework for the study of customer interface design for mobile commerce. Int J Elect Comm 8(3):79–102
Lin H-F (2011) An empirical investigation of mobile banking adoption: the effect of innovation attributes and knowledge-based trust. Int J Inf Manage 31(3):252–260
Liu Z, Min Q, Ji S (2010) An empirical study of mobile securities management systems adoption: a task-technology fit perspective. Int J Mobile Commun 8(2):230–243
Lu Y, Deng Z, Wang B (2010) Exploring factors affecting Chinese consumers’ usage of short message service for personal communication. Inform Syst J 20(2):183–208
Malhotra NK, Kim SS, Patil A (2006) Common method variance in IS research: a comparison of alternative approaches and a reanalysis of past research. Manage Sci 52(12):1865–1883
Mallat N (2007) Exploring consumer adoption of mobile payments—a qualitative study. J Strateg Inf Syst 16(4):413–432
Nunnally JC (1978) Psychometric theory. McGraw-Hill, New York
O’Cass A, Carlson J (2010) Examining the effects of website induced flow in professional sporting team websites. Internet Res 20(2):115–134
Park J, Yang S, Lehto X (2007) Adoption of mobile technologies for Chinese consumers. J Elect Comm Res 8(3):196–206
Podsakoff PM, Organ DW (1986) Self-reports in organizational research: problems and prospects. J Manage 12(4):531–544
Shen AXL, Cheung CMK, Lee MKO, Chen H (2011) How social influence affects we-intention to use instant messaging: the moderating effect of usage experience. Inform Sys Frontier 13(2):157–169
Shin YM, Lee SC, Shin B, Lee HG (2010) Examining influencing factors of post-adoption usage of mobile internet: focus on the user perception of supplier-side attributes. Inform Syst Frontier 12(5):595–606
Straub D, Boudreau M-C, Gefen D (2004) Validation guidelines for IS positivist research. Commun Assoc Inform Syst 13:380–427
Thong JYL, Venkatesh V, Xu X, Hong S-J, Tam KY (2011) Consumer acceptance of personal information and communication technology services. IEEE Trans Eng Manage 58(4):613–625
Venkatesh V, Morris MG, Davis GB, Davis FD (2003) User acceptance of information technology: toward a unified view. MIS Quarterly 27(3):425–478
Wang LC, Baker J, Wagner JA, Wakefield K (2007) Can a retail web site be social? J Mark 71:143–157
Wei TT, Marthandan G, Chong AYL, Ooi KB, Arumugam S (2009) What drives Malaysian m-commerce adoption? An empirical analysis. Ind Manage Data Syst 109(3–4):370–388
Wu I-L, Li J-Y, Fu C-Y (2011) The adoption of mobile healthcare by hospital’s professionals: an integrative perspective. Decis Support Syst 51(3):587–596
Wu JH, Wang SC (2005) What drives mobile commerce? An empirical evaluation of the revised technology acceptance model. Inform Manag 42(5):719–729
Yuan Y, Archer N, Connelly CE, Zheng W (2010) Identifying the ideal fit between mobile work and mobile work support. Inform Manag 47(3):125–137
Yun H, Lee CC, Kim BG, Kettinger WJ (2011) What determines actual use of mobile web browsing services? A contextual study in Korea. Commun Assoc Inform Syst 28(1):313–328
Zaman M, Anandarajan M, Dai Q (2010) Experiencing flow with instant messaging and its facilitating role on creative behaviors. Comput Hum Behav 26(5):1009–1018
Zhou T, Lu Y (2011) Examining mobile instant messaging user loyalty from the perspectives of network externalities and flow experience. Comput Hum Behav 27(2):883–889
Acknowledgments
This work was partially supported by a grant from the National Natural Science Foundation of China (71001030) and a grant from Zhejiang Provincial Zhijiang Social Science Young Scholar Plan (G94).
Author information
Authors and Affiliations
Corresponding author
Appendix: Measurement scales and items
Appendix: Measurement scales and items
-
Perceived ease of use (PEOU) (adapted from Jung et al. [15])
-
PEOU1: Learning to use this mobile game is easy for me.
-
PEOU2: Skillfully using this mobile game is easy for me.
-
PEOU3: I find this mobile game easy to use.
-
Connection quality (CNQ) (adapted from Kim and Hwang [19])
-
CNQ1: This mobile game has a rapid initial connection speed.
-
CNQ2: This mobile game has a rapid data transferring speed.
-
CNQ3: This mobile game has a stable connection.
-
Content quality (CTQ) (adapted from Jung et al. [15])
-
CTQ1: This mobile game provides up-to-date contents.
-
CTQ2: This mobile game provides attractive contents.
-
CTQ3: This mobile game provides contents pertaining to my needs.
-
Social influence (SOI) (adapted from Venkatesh et al. [38 ])
-
SOI1: People who influence my behavior think that I should use this mobile game.
-
SOI2: People who are important to me think that I should use this mobile game.
-
Flow (FLOW) (adapted from Lee et al. [22 ])
-
FLOW1: When using this mobile game, my attention is focused on the activity.
-
FLOW2: When using this mobile game, I feel in control.
-
FLOW3: When using this mobile game, I find a lot of pleasure.
-
Usage cost (COST) (adapted from Wu and Wang [42 ])
-
COST1: The access cost of using this mobile game is expensive.
-
COST2: The transaction fee of using this mobile game is expensive.
-
COST3: I feel that the usage cost of this mobile game is expensive.
-
Usage intention (USE) (adapted from Lee [23])
-
USE1: Given the chance, I intend to use this mobile game.
-
USE2: I expect my use of this mobile game to continue in the future.
-
USE3: I have intention to use this mobile game.
Rights and permissions
About this article
Cite this article
Zhou, T. Understanding the effect of flow on user adoption of mobile games. Pers Ubiquit Comput 17, 741–748 (2013). https://doi.org/10.1007/s00779-012-0613-3
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s00779-012-0613-3