TY - JOUR
T1 - My video game console is so cool! A coolness theory-based model for intention to use video game consoles
AU - Nan, Dongyan
AU - Lee, Haein
AU - Kim, Yerin
AU - Kim, Jang Hyun
N1 - Publisher Copyright:
© 2021 Elsevier Inc.
PY - 2022/3
Y1 - 2022/3
N2 - With the outbreak of COVID-19, the video game console market is thriving again. In this study, we attempted to explore users’ intention to use video game consoles by developing a causal model mainly based on coolness theory and the technology acceptance model. To better illustrate user experience for video game consoles, we added several concepts to the causal model, including hedonic motivation, system and service quality, perceived cost, and game variety. Through examining survey-based data from 360 Koreans, we discovered that the model had a high explanatory power for users’ intention to use video game consoles. The key findings were as follows: First, among the components of coolness theory, individuals’ attitude toward consoles was significantly related to subcultural appeal and originality, but not to attractiveness. Second, originality positively influenced subcultural appeal significantly. Overall, this study implied that the novel coolness theory is effective for exploring user experience regarding of specific devices and services.
AB - With the outbreak of COVID-19, the video game console market is thriving again. In this study, we attempted to explore users’ intention to use video game consoles by developing a causal model mainly based on coolness theory and the technology acceptance model. To better illustrate user experience for video game consoles, we added several concepts to the causal model, including hedonic motivation, system and service quality, perceived cost, and game variety. Through examining survey-based data from 360 Koreans, we discovered that the model had a high explanatory power for users’ intention to use video game consoles. The key findings were as follows: First, among the components of coolness theory, individuals’ attitude toward consoles was significantly related to subcultural appeal and originality, but not to attractiveness. Second, originality positively influenced subcultural appeal significantly. Overall, this study implied that the novel coolness theory is effective for exploring user experience regarding of specific devices and services.
KW - Attractiveness
KW - Coolness
KW - Originality
KW - Subcultural appeal
KW - Video game console
UR - https://www.scopus.com/pages/publications/85121923346
U2 - 10.1016/j.techfore.2021.121451
DO - 10.1016/j.techfore.2021.121451
M3 - Article
AN - SCOPUS:85121923346
SN - 0040-1625
VL - 176
JO - Technological Forecasting and Social Change
JF - Technological Forecasting and Social Change
M1 - 121451
ER -