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Informational Power and Perceived Collective Benefit Affecting the Users’ Preference for a Mobile Technology: Evidences From a Survey Study

机译:影响用户偏爱移动技术的信息力量和可感知的集体利益:一项调查研究的证据

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摘要

This study takes place from the idea that the personal usage of mobile technologies can bring positive outcomes to the user and to their society in an indirect way. Technologies studied in this work are defined as persuasive technologies () because they are intentionally designed to modify the users’ attitude or behavior. This research is aimed to evaluate if the intention to use the application can be influenced by positive attitudes toward technology, by the persuasive power of the application and by the perceived fun. Participants (N = 118; M = 55; F = 63; mean age = 27.4; range age = 15–69) filled in an online questionnaire that was partly based on the Media and Technology Usage and Attitude Scale (MTUAS – ). An additional eight items were added to the scale, aimed at evaluating participants’ technophobia, technophilia, perceived technology pervasiveness and perceived persuasive power of technology. By using linear regression analysis, it was found that the application’s informational power and the perceived entertainment positively influenced the usage intention. Another interesting result, obtained through ANOVA, concerns a generational difference: baby boomers tended to trust more the fact that the single individual action through the application can have an effective impact on the environment. These results represent a basis for future in-depth investigations about socially relevant use of the ICT.
机译:这项研究是基于这样的想法进行的:个人使用移动技术可以间接地为用户及其社会带来积极的成果。这项工作中研究的技术被定义为有说服力的技术(),因为它们是有意设计的,目的在于修改用户的态度或行为。这项研究旨在评估使用应用程序的意图是否会受到对技术的积极态度,应用程序的说服力和感知乐趣的影响。参与者(N = 118; M = 55; F = 63;平均年龄= 27.4;范围年龄= 15-69)填写了在线调查表,该调查表部分基于媒体和技术使用及态度量表(MTUAS –)。量表还增加了八个项目,旨在评估参与者的恐惧心理,技术嗜好,感知到的技术普遍性和感知到的技术说服力。通过使用线性回归分析,发现应用程序的信息能力和感知的娱乐性对使用意图产生了积极影响。通过ANOVA获得的另一个有趣的结果涉及到代际差异:婴儿潮一代倾向于相信这样一个事实,即通过应用程序执行的单个动作可以对环境产生有效影响。这些结果为将来对ICT的社会相关用途的深入研究奠定了基础。

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