Summary: | 碩士 === 國立臺灣大學 === 資訊管理學研究所 === 102 === Today, smartphone becomes important part of our life. With the rapid development of smartphone application market, developers and commercial organizations care more about the usage and continuous usage of smartphone application because both will affect the revenue stream and market share of their product.
This paper focuses on user’s cognitive level to study smartphone application. Based on expectancy disconfirmation theory, this paper presents a two-stage model with the factors of perceive enjoyment and attitude. Furthermore, considering the importance of social influence in the context of smartphone application usage, we also extend this theoretical model to include the factor of perceive critical mass to study the impact on the intention of continuous usage.
The results suggest that perceive enjoyment significantly reinforces the intention of continuous usage. Although perceive critical mass has no significant impact on the intention of continuous usage, we find that it reinforces the user’s attitude about the smartphone game application. Therefore, we argue that smartphone game’s developer should pay attention not only on adding interesting game elements, but also on the connection of the social factors to make smartphone game’s user feeling good and continuing using their products.
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