The effect of risk levels on technology adoption decision: the case of online games

PurposeInformation technology is associated with psychological and physical risks such as high stress levels and antisocial behavior. The purpose of this paper is to understand why people engage in technology risk behavior, despite the negative consequences that might follow. Focusing on online game...

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Published inInformation technology & people (West Linn, Or.) Vol. 33; no. 5; pp. 1445 - 1464
Main Authors Dahabiyeh, Laila, Najjar, Mohammad S, Agrawal, Deepti
Format Journal Article
LanguageEnglish
Published West Linn Emerald Publishing Limited 03.10.2020
Emerald Group Publishing Limited
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Abstract PurposeInformation technology is associated with psychological and physical risks such as high stress levels and antisocial behavior. The purpose of this paper is to understand why people engage in technology risk behavior, despite the negative consequences that might follow. Focusing on online games, this study identifies factors that affect individuals' intention to play online games and investigate whether the effects of these factors differ across different risk levels.Design/methodology/approachExperimental design was used as the research methodology. Subjects were randomly assigned to a single treatment with two conditions: high and low risk scenarios. A total of 597 responses were analyzed to test the research hypotheses.FindingsThe research findings reveal that subjective norms, curiosity and playfulness have a positive effect on the intention to play online games, while critical mass has no effect on the intention decisions. Further, among the three significant constructs, playfulness turned out to be the only factor that is affected by risk levels.Research limitations/implicationsThis study extends prior literature on technology adoption by examining the effect of different risk levels on adoption intention decisions. It further extends prior literature on online games by identifying the factors that drive individuals to play games while accounting for the risks associated with playing these games.Practical implicationsThe research study identifies factors that should be taken into consideration when promoting the adoption of technologies, including online games.Originality/valueThis study offers a new understanding of technology adoption decisions that takes into account the different levels of risk associated with technology use. It shows that an individual's curiosity and the pressure emanating from one's social network are powerful behavior drivers that persist regardless of the level of risk. Further, this research study is among the first to apply categorical least squares methodology combined with a procedure for a moderated structural equation model to test a structural equation model with categorical multiplicative terms in LISREL.
AbstractList PurposeInformation technology is associated with psychological and physical risks such as high stress levels and antisocial behavior. The purpose of this paper is to understand why people engage in technology risk behavior, despite the negative consequences that might follow. Focusing on online games, this study identifies factors that affect individuals' intention to play online games and investigate whether the effects of these factors differ across different risk levels.Design/methodology/approachExperimental design was used as the research methodology. Subjects were randomly assigned to a single treatment with two conditions: high and low risk scenarios. A total of 597 responses were analyzed to test the research hypotheses.FindingsThe research findings reveal that subjective norms, curiosity and playfulness have a positive effect on the intention to play online games, while critical mass has no effect on the intention decisions. Further, among the three significant constructs, playfulness turned out to be the only factor that is affected by risk levels.Research limitations/implicationsThis study extends prior literature on technology adoption by examining the effect of different risk levels on adoption intention decisions. It further extends prior literature on online games by identifying the factors that drive individuals to play games while accounting for the risks associated with playing these games.Practical implicationsThe research study identifies factors that should be taken into consideration when promoting the adoption of technologies, including online games.Originality/valueThis study offers a new understanding of technology adoption decisions that takes into account the different levels of risk associated with technology use. It shows that an individual's curiosity and the pressure emanating from one's social network are powerful behavior drivers that persist regardless of the level of risk. Further, this research study is among the first to apply categorical least squares methodology combined with a procedure for a moderated structural equation model to test a structural equation model with categorical multiplicative terms in LISREL.
Author Dahabiyeh, Laila
Najjar, Mohammad S
Agrawal, Deepti
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  surname: Agrawal
  fullname: Agrawal, Deepti
  email: DeeptiAgrawal@MissouriState.edu
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Keywords Technology risks
Social influence
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Curiosity
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Online games
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Snippet PurposeInformation technology is associated with psychological and physical risks such as high stress levels and antisocial behavior. The purpose of this paper...
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StartPage 1445
SubjectTerms Antisocial behavior
Behavior
Computer & video games
Critical mass
Curiosity
Decisions
Design of experiments
Games
Influence
Information technology
Methodology
Model testing
Multivariate statistical analysis
Norms
Playfulness
Research methodology
Risk behavior
Risk levels
Social networks
Structural equation modeling
Technology Acceptance Model
Technology adoption
Technology utilization
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Title The effect of risk levels on technology adoption decision: the case of online games
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