My video game console is so cool! A coolness theory-based model for intention to use video game consoles

Dongyan Nan, Haein Lee, Yerin Kim, Jang Hyun Kim

Research output: Contribution to journalArticlepeer-review

41 Scopus citations

Abstract

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.

Original languageEnglish
Article number121451
JournalTechnological Forecasting and Social Change
Volume176
DOIs
StatePublished - Mar 2022

Keywords

  • Attractiveness
  • Coolness
  • Originality
  • Subcultural appeal
  • Video game console

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