User intentions of downloading games on mobile phones: Am empirical evaluation using Consumption Value Model

Pamela Spink, Md. Mahbubur Rahim, Uday Bir Singh

    Research output: Chapter in Book/Report/Conference proceedingConference PaperResearchpeer-review

    4 Citations (Scopus)


    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.

    Original languageEnglish
    Title of host publicationProceedings of the 22nd Australasian Conference on Information Systems (ACIS 2011)
    EditorsPhilip Seltsikas, Deborah Bunker, Linda Dawson, Marta Indulska
    Place of PublicationSydney NSW Australia
    PublisherInternational Association for Computer & Information Science (ACIS)
    Pages1 - 10
    Number of pages10
    ISBN (Print)9781742102399
    Publication statusPublished - 2011
    EventAustralasian Conference on Information Systems 2011 - University of Sydney, Sydney, Australia
    Duration: 30 Nov 20112 Dec 2011
    Conference number: 22nd (Proceedings)


    ConferenceAustralasian Conference on Information Systems 2011
    Abbreviated titleACIS 2011
    OtherThe Australasian Conference on Information Systems (ACIS) is the premier conference in Australasia for Information Systems academics. The conference covers technical, organisational, business, and social issues in the application of Information Technology (IT).
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    • Behavioral intentions
    • CVM
    • Downloading games
    • Hedonic technology
    • Value dimensions

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