This article aims to investigate users' continuous usage intention of quick response (QR) code mobile payment services in China. Drawing from UTAUT as theory foundation, this study integrates with literature on perceived risk and involvement to propose a research model and seven research hypotheses to examine user's continuous usage of QR code mobile payment services. The research model was empirically tested with a sample of 215 users of QR code mobile payment services in China. The results indicated that five of seven research hypotheses were significantly supported. According to the results, performance expectancy, effort expectancy and social influence had significant positive direct impacts on users' continuous usage intention of QR code mobile payment services. However, perceived risk did not have a negative effect on users' continuous usage intention of QR code mobile payment services. This article contributes to the existing literature on continuous usage of mobile payment services.
Online household e-waste collection services are emerging as new solutions to disposing household e-waste in China. This study aims to investigate the adoption of online household e-waste collection services in China. Based on the previous technology diffusion theories (e.g., TAM, UTAUT), a research model with six research hypotheses was proposed in this research. The research model was empirically tested with a sample of 203 users of online household e-waste collection services in China. The results indicated that five of the six research hypotheses were significantly supported. And the most significant determinant for the behavioral intention to use online household e-waste service was effort expectancy. However, facilitating condition did not have significant impact on users' behavior of using online household e-waste collection services.
Abstract-Pervasive and social game is an emerging game genre which brings more physical movement and social interactions into game. This article proposes the conceptual framework TeMPS that systematically characterize the important aspects of pervasive and social games. Further, around thirty games in different sub-genres are reviewed by analyzing and fitting them into the framework. The framework is helpful for game designers to understand and communicate about such games. Further, it contributes to conceptual modeling of pervasive and social games, and to the construction of a game modeling tool
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