Document Type

Article

Abstract

In recent years, various forms of mobile technology based hedonic services are emerging. As this is a relatively new and unexplored practice which seems to be more popular among young generation, there is a need to examine its acceptance among student community who use mobile phones for many purposes including entertainment. We thus report a study which examines a segment of the Australian students‟ acceptance of downloading games on their mobile phones using Technology Adoption Model as a theoretical lens. We further highlight the role of student demographic characteristics on their perceptions. The implications of our findings are discussed.

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