Professional Documents
Culture Documents
Alexandre Fleury
Aalborg University
amf@es.aau.dk
Abstract
This document elaborates on the issue of motivational factors introduced partly in the paper
I presented during the course. I examine here the most common theoretical models and their
application to explain the individual factors that drive consumer adoption and usage of technology
in general and of next generation mobile media services in particular. The Technology Acceptance
Model appears to be the most popular approach, although its limitations might call for the design
of new models adapted to the emerging mobile media landscape.
1 Introduction
Knowing consumer incentives for adopting and using mobile technologies and services is crucial in
order to understand or anticipate the success or failure thereof. This is an important aspect of
my PhD thesis, which aims at studying the end user experience with mobile rich media services.
Understanding the motivations driving the adoption and usage of mobile media services as well
as the constraints preventing their use would indeed help explain the reasons behind a positive or
negative experience.
During the summer school on the political economy of next generation mobile media, lecturers
and participants presented and discussed their perspective on the definition of the new environ-
ment surrounding Information and Communication Technologies (ICTs) and the role of the various
contributors to the system in influencing this environment. Insights were provided from various
perspectives, ranging from infrastructure considerations to regulation issues. Eventually the ac-
tors’ decisions and actions in the environment has an influence on the final consumer’s decision to
adopt and use ICT systems. It is therefore essential to investigate the personal factors affecting
individuals and how these factors relate to the overall environment.
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Structure and efficiency of new knowledge economy markets
International trade and its significance to a global knowledge economy
Furthermore, M. Fransman proposed the analogy of an ecosystem to represent the new ICT
economy illustrated in Figure 2. The four actors depicted in the diagram are either creators or
users of knowledge, and can alternatively be organized in layers, represented by the number above
each actor. The analogy between ICT and biology can be justified by the symbiotic nature of the
relationships between the various actors of the system.
Technologies Economy
4
consummers
Applications Prod/Services
3
2 platform,
network content &
operators applications
providers
Regulations
1
networked
element
Policies providers
Figure 1: The driving forces and their interaction, Figure 2: The four players and six symbiotic relation-
adapted from W. Melody ships in the new ICT ecosystem (source: [9])
1.3 Outline
This document first presents in Section 2 a review of user acceptance theories and how each could
be applied to measure the acceptability of mobile rich media services. Then these methods are
evaluated in Section 3 in the light of empirical studies where their application has been reported
and assessed. Finally, Section 4 concludes on the combined results of those studies and open for
possible further research.
2
behavior and the desirability of reaching these consequences. The attitude towards behavior can
therefore be measured as the sum of the products of consequences by their desirability.
The subjective norm corresponds to the assessment of how much the individual believes close
peers think the behavior should be performed. Additionally, subjective norm depends on the
individual’s willingness to satisfy the close peers’ wishes. The subjective norm can therefore be
expressed as the product of the individual perception by the willingness to please close peers,
summed for all peers considered.
Attitude towards
act or behavior
Behavioral
Behavior
intention
Subjective norm
The first main limitation of TRA is the difficulty to actually distinguish attitude from norm, as
it has been argued that attitudes can be perceived as norms. The second critic expressed against
TRA concerns its assumption that behavioral intention comes with freedom to act whereas in
practice act is usually constrained. Additionally, TRA has not been designed specifically with IS
in mind and focuses on individual only; it does not consider economy-related factors.
Behavioral
Subjective norm Behavior
intention
Perceived
behavioral control
TPB is a more complete model than TRA and is more management relevant as it focuses on
specific factors influencing user adoption and usage. However, like TRA it is not IS oriented and
does not consider economy-related factors.
3
Since its publication TAM has been widely adapted to fit various experimental conditions by
introducing additional or alternative factors to the original model presented here. Examples of
specific adaptations are provided in section 3.
Perceived
usefulness
Behavioral
Actual system use
intention to use
Perceived ease of
use
TAM offers several advantages over the other models. For instance it appears more robust and
parsimonious in explaining IS adoption behavior. Additionally, it has been the most influential
model as hundreds of empirical studies used the TAM or an adaptation of it to their own evalua-
tion conditions [14]. Nevertheless, TAM includes the same shortcoming assumption on behavioral
intention implying freedom of act as TRA. Additionally, TAM does not consider economy-related
factors and excludes the possibility of influence from institutional, social and personal control fac-
tors. Finally, TAM has been criticized on its applicability outside the workplace environment for
which it has been originally created.
4
Early majority Late majority
(34%) (34%)
Early adopters Laggards
(13.5%) (16%)
Innovators
(2.5%)
Figure 6: Population segmentation according to the Diffusion of Innovations Theory (source: [21])
Technical
Technical Relative advantage
complexity
compatibility (perceived need)
(ease of use)
IS implementation
success
(adoption, infusion)
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Performance
expectancy
Effort expectancy
Behavioral
Use behavior
intention
Social influence
Facilitating
conditions
Voluntariness of
Gender Age Experience
use
Figure 8: Representation of the Unified Theory of Action and Use of Technology (source: [23])
UTAUT can be considered as a more elaborate model as it results from the careful study of
previous theories. Additionally, it presents the advantage of being IS oriented, although it does not
consider economy-related factors.
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The first study ([2]) investigated the role of design aesthetics in driving users’ intention of
using mobile services. The study used an augmented version of TAM and found that aesthetics
did significantly influence perceived usefulness, perceived ease of use and perceived enjoyment
(see Figure 13). Furthermore, the study revealed that loyalty is significantly impacted by both
perceived usefulness and perceived enjoyment. Loyalty is another important factor highly tight to
affect perseverance, which has been shown to be function of perceived value early in the product’s
life cycle in [12].
While studying the impact of intrinsic and extrinsic motivational factors on performing an
activity, the study reported in [6] demonstrated that money generally decreases intrinsic motivation,
while verbal motivation increases it. The study argues that money is usually associated with
performance among children, employees and students. Therefore if large monetary rewards may
lead to increased performance, the individual feeling of depending on money will most likely decrease
intrinsic motivation.
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acceptance of mobile TV. An extended version of TAM (see Figure 16) was applied to demon-
strate that flow experience impacts significantly consumers’ intention to use hedonic information
technology and that content critically influences cognitive concentration.
Finally, the results from the first set of tests conducted in the CAMMP project1 demonstrate
that the two main drivers for mobile TV consumption in a social environment are the desire
to keep up-to-date (with news) and kill time. The study participants mentioned the similarity
between common “mobile” media consumption practices (listening to music/podcasts and reading
newspapers/books/magazines) and watching video content, thus reinforcing their intention of using
such mobile video service. Additionally, participants suggested that a high level of information
quality would be the prime motivator for online participation with user generated content, while
high scores would constitute an important driving forces when competition is involved in a mobile
service.
Knowledge
Compatibility
Behavioral control
User predisposition Gender/Age
Image
Personal innovativeness
Perceived enjoyment
Perceived
usefulness
Interpersonal influence
Social influence
External influence
Promotion
Facilitating
Perceived security
conditions
Perceived privacy
Figure 9: Compound model introduced in [20], better adapted to the new ICT ecosystem?
1
http://www.cammp.aau.dk/
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A Research models used in cited literature
This appendix includes the models used in the empirical studies presented in Section 3. The
diagram includes the level of significance of the factors of interest.
Attitudinal beliefs
Attitude
Normative beliefs
***
Social influence
*** Intention to
continue using
***
mobile media
service
Media influence
***
***
Perceived
Perceived mobility
monetary value
Figure 10: Research model used in [10] (all variables significant at ***: 𝑝 < 0.001, but significance level varies
depending on the service considered)
*
* *
TAM
Perceived
*
usefulness
*
Behavioral
* Attitude *
intention to use
*
Perceived ease of
use
*
*
*
Flow experience
10
Compatibility Cost Perceived risk
** ** * **
Perceived Behavioral
** ** Actual system use
usefulness intention to use
** n.s.
Perceived ease of
use
Figure 12: Research model used in [25] (n.s.: not significant, *: 𝑝 < 0.05, **: 𝑝 < 0.01)
Perceived
usefulness
* ***
***
Perceived ease of
Design aesthetics * Loyalty
use
*
*** ***
Perceived
enjoyment
Figure 13: Research model used in [2] (*: 𝑝 < 0.05, ***: 𝑝 < 0.001)
Technology context
***/** ***/ */
Intention to use
Perceived critical
Social norm Social emotion
mass
Social context
Figure 14: Research model used in [11] (*: 𝑝 < 0.05, **: 𝑝 < 0.01, ***: 𝑝 < 0.001 for pre/post adopters)
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Perceived ease of
use
* *
*
Perceived critical *
Intention to use
mass groupware
* *
Perceived
usefulness
Content
**
**
Perceived
usefulness
** **
Cognitive n.s.
Intention to use
concentration mobile TV
** *
Perceived ease of
use
Figure 16: Research model used in [13] (n.s.: not significant, *: 𝑝 < 0.05, **: 𝑝 < 0.01)
12