2022
DOI: 10.1016/j.trf.2021.11.011
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“Do I really need it?”: An explorative study of acceptance and usage of in-vehicle technology

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Cited by 28 publications
(25 citation statements)
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“…Several other studies have shown the importance of trust, including a recent study by Stiegemeier et al. [32]. However, the same study concluded that the most common reason for non‐use was that the drivers did not feel that they needed the system or needed it seldom in relation to the character of their daily drives, that is, on which type of roads or for how long.…”
Section: Discussionmentioning
confidence: 99%
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“…Several other studies have shown the importance of trust, including a recent study by Stiegemeier et al. [32]. However, the same study concluded that the most common reason for non‐use was that the drivers did not feel that they needed the system or needed it seldom in relation to the character of their daily drives, that is, on which type of roads or for how long.…”
Section: Discussionmentioning
confidence: 99%
“…It is, for example, important to find out which contexts are perceived by drivers as suitable for DAS, and whether the contexts are encountered often enough for drivers to experience the systems as useful (cf. [32]). Based on the present study these contexts include different traffic situations, weather conditions, as well as differences in driver state.…”
Section: Discussionmentioning
confidence: 99%
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“…Also with today's assisted/automated driving, such as ACC and lane-keeping assist, drivers show disuse for reasons related to personal predispositions (e.g. 'I don't need it', 'I am able to stay in the lane myself') and low perceived reliability ('The system does not work well', 'The system annoys me', 'The systems distract me and I want to concentrate only on driving') (Stiegemeier et al 2022).…”
Section: Pitfall 6: Disusementioning
confidence: 99%
“…Although there has been a considerable amount of academic research on IVI systems and in-vehicle gaming, the issue of low usage rates of in-vehicle gaming has not been well addressed so far. Many scholars have conducted research on the acceptance and promotion of IVI, such as Stiegemeier et al (2022), who analyzed the factors that influence user acceptance of vehicle technology, including ''preference, '' ''distrust,'' ''safety,'' ''knowledge,'' and ''habit'';D.-H. Kim and Lee (2016) and J. explored the resistance factors that affect user acceptance or use of IVI systems. However, these studies are mainly focused on IVI systems and do not specifically concentrate on in-vehicle gaming, making it difficult to provide targeted development recommendations for in-vehicle gaming.…”
Section: Introductionmentioning
confidence: 99%