Abstract

As an emerging game category, in-vehicle games have great development potential, but the factors influencing users’ acceptance and continuance intention of in-car games were still not determined. This study used the three perceived attributes of Diffusion of Innovations Theory, compatibility, complexity, and relative advantage, as basis and introduced perceived habits, fit, interaction quality, experience, play value, and continuous use intention to establish the users’ continuance intention model of in-vehicle games. The results of 305 valid questionnaires indicate that compatibility and play value have significant positive influence on continuance intention, of which fit shows stronger effect; perceived habits have significant influence on fit and interaction quality; both fit and quality have significant influence on experience; experience have significant influence on play value. The results of this study can provide reference for promotion design of in-vehicle games and important guidance for future development for in-vehicle game industry.

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