In recent years, there have been some discussions in the scholarly literature about using Consumption Value Model (CVM) for explaining the adoption and usage of hedonic information technologies. As CVM is a relatively new theoretical lens, limited empirical evaluation of this model has so far been reported. In this article, we thus report an empirical evaluation of CVM for games downloading by students on their mobile phones context. We observe partial support for the applicability of CVM as only two value dimensions of CVM (performance/quality value and emotional value) are related to students’ intentions to download games. We further find mixed influence of students’ demographic characteristics on their value perceptions. The implications of these findings are discussed.



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