Abstract

Besides the excellent quality of picture and sound, and the plethora of available channels, digital interactive television provides access to applications and services with the touch of a button. Interactive television games are becoming popular since television viewers are able to virtually participate in the game. The aim of the work presented in this paper is to investigate factors affecting users’ intention to use an interactive television game that is built upon a popular television game. Towards this aim, we formed a model based on the Technology Acceptance Model (TAM) as well as additional factors derived from previous research in the domains of online games and fun information systems.

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