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ABSTRACT
This study theorizes and empirically analyzes the
difference between heavy and light users in terms of
anteceding mechanisms impacting their intention to
use three different but most popular smartphone
apps: SNS, game and music. Traditional technology
acceptance model is adapted for this study by
adding perceived enjoyment as a critical mediator.
The research model is empirically tested against
data collected via a survey. A survey instrument
was
developed
from
previous
literature.
Comparative partial least square analyses revealed
large differences across different applications as
well as across different groups of heavy and light
users of these apps. Interestingly, it seems that the
effect of social norm attenuates in heavy user group
compared to light users. Also, the path along
perceived usefulness seems to be much weaker in
heavy users, compared to the path along the
perceived enjoyment. Implications and further
studies are discussed following detail analyses.
KEYWORDS
Smartphone, mobile applications, technology
acceptance model, intention to use, perceived
enjoyment, perceived usefulness, social norm,
behavioral control, mobile game, music streaming,
social network
ACKNOWLEDGEMENT
This work was supported by the National Research
Foundation of Korea Grant funded by the Korean
Government(NRF-2012S1A3A2033474).
1 INTRODUCTION
Like many other researches, the heavy users
and light users compared to users of behavioral
studies were studied on addiction field.
Research on addiction (e.g. [1-4]) to look at, as
compared to the heavy users and light users on
smoking and alcohol, studies proceed with what
a more dependent and how the behavior was
different from users. Recently many people use
smartphones and they become popular, but
there are few comparative studies about
differences among users. Therefore, for
searching difference of technology acceptance
among smartphone users, the research attemps
to do comparative study which divide with
heavy and light users. In this report, Digieco [5]
referred that South Koreas smartphone
penetration which had one of the highest rates
in the world was about 80%. In this study, a
comparison study of smartphone usage was
conducted in Korea.
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Proceedings of The Fourth International Conference on Informatics & Applications, Takamatsu, Japan, 2015
3 RESEARCH METHOD
A survey was conducted of 85 smartphone
users to collect sample data. Data was collected
through Google Docs from June 5th to June
12th 2015. Total 104 samples were returned. 19
of the responses were incomplete and discarded.
The total following table shows the summary of
sample profiles.
Table 1. Demographics
Variable
Gender
Age
Jobs
Using OS
Smartphon
es using
hour per
day
Frequency
52
29
1
49
28
3
38
20
6
3
7
7
31
47
3
4
16
29
14
7
11
64.2%
35.8%
1.2%
60.5%
34.6%
3.7%
46.9%
24.7%
7.4%
3.7%
8.6%
8.6%
38.3%
58%
3.7%
4.9%
19.8%
35.8%
17.3%
8.6%
13.6%
Male
Female
10~19
20~29
30~39
40~49
Student
Office work
Engineer
Business
Specialized
etc
iOS
Android
etc
<1 hour
1-2 hours
2-3 hours
3-4 hours
4-5 hours
> 5 hours
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Proceedings of The Fourth International Conference on Informatics & Applications, Takamatsu, Japan, 2015
PBC
AVE
Heav
y
User
0.806
Light
User
0.857
Composite
Reliability
Heav
Light
y
User
User
0.926
0.947
Cronbachs
Alpha
Heav
Light
y
User
User
0.879
0.916
0.904
0.849
0.750
0.807
0.907
0.847
0.833
0.821
0.949
0.918
0.900
0.926
0.951
0.917
0.938
0.932
0.900
0.823
0.857
0.886
0.897
0.827
0.901
0.892
Mea
sure
s
IU
PE
SN
PU
AVE
Composite
Reliability
Heav
Light
y
User
User
Cronbachs
Alpha
Heav
Light
y
User
User
Heav
y
User
Light
User
PBC
0.868
0.786
0.952
0.917
0.928
0.869
IU
0.901
0.943
0.948
0.971
0.890
0.940
PE
0.887
0.869
0.959
0.952
0.936
0.924
SN
0.755
0.702
0.901
0.875
0.832
0.793
PU
0.961
0.915
0.987
0.970
0.979
0.954
AVE
Composite
Reliability
Heav
Light
y
User
User
Cronbachs
Alpha
Heav
Light
y
User
User
Heav
y
User
Light
User
PBC
0.923
0.924
0.973
0.973
0.958
0.959
IU
0.970
0.905
0.985
0.950
0.969
0.895
PE
0.909
0.859
0.968
0.948
0.950
0.918
SN
0.968
0.782
0.989
0.915
0.984
0.862
PU
0.919
0.909
0.971
0.968
0.956
0.950
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Proceedings of The Fourth International Conference on Informatics & Applications, Takamatsu, Japan, 2015
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