TY - GEN
T1 - The effects of users' motivation on their perception to trading systems of digital content accessories
T2 - 40th Annual Hawaii International Conference on System Sciences 2007, HICSS'07
AU - Choi, Boreum
AU - Lee, Inseong
AU - Lee, Kiho
AU - Jung, Seungki
AU - Park, Sunju
AU - Kim, Jinwoo
PY - 2007
Y1 - 2007
N2 - As the market for digital content accessories grows, motivation for trading digital content accessories has significant effects on their fun, transaction cost, and intention to trade and use digital contents. However, few empirical studies have investigated users' perception of trading digital content accessories. The main purpose of this study is to construct and verify a research model identifying the relationships among the attributes of transaction, users' perceived fun and transaction cost, and the intention to trade and use digital contents, all of which are modulated by users' motivation. The research model was constructed based on transaction cost theory and motivational theory. An experiment in a real massive multiplayer online role playing game (MMORPG) environment was conducted and the results indicate that users' different motivations have effects on their perception to digital content accessories trading systems, intention to use those systems, and intention to use digital contents.
AB - As the market for digital content accessories grows, motivation for trading digital content accessories has significant effects on their fun, transaction cost, and intention to trade and use digital contents. However, few empirical studies have investigated users' perception of trading digital content accessories. The main purpose of this study is to construct and verify a research model identifying the relationships among the attributes of transaction, users' perceived fun and transaction cost, and the intention to trade and use digital contents, all of which are modulated by users' motivation. The research model was constructed based on transaction cost theory and motivational theory. An experiment in a real massive multiplayer online role playing game (MMORPG) environment was conducted and the results indicate that users' different motivations have effects on their perception to digital content accessories trading systems, intention to use those systems, and intention to use digital contents.
UR - http://www.scopus.com/inward/record.url?scp=39749100201&partnerID=8YFLogxK
U2 - 10.1109/HICSS.2007.527
DO - 10.1109/HICSS.2007.527
M3 - Conference contribution
AN - SCOPUS:39749100201
SN - 0769527558
SN - 9780769527550
T3 - Proceedings of the Annual Hawaii International Conference on System Sciences
BT - Proceedings of the 40th Annual Hawaii International Conference on System Sciences 2007, HICSS'07
Y2 - 3 January 2007 through 6 January 2007
ER -