2005, 33(3) | Herbjørn Nysveen, Per E. Pedersen, Helge Thorbjørnsen
This article develops and tests a model to explain consumers' intention to use mobile services. By integrating theories from information systems research, uses and gratification research, and domestication research, the authors propose an integrated model that explains intention to use mobile services. The model identifies four key influences on usage intention: motivational influences, attitudinal influences, normative pressure, and perceived control. The study examines how the type of interactivity (person-interactive versus machine-interactive) and process characteristics (goal-directed versus experiential) moderate the effects of these antecedents on usage intention. Empirical studies of four mobile services show strong support for the effects of motivational influences (expressiveness, enjoyment, ease of use, and usefulness), attitudinal influences, normative pressure, and perceived control on consumers' intentions to use mobile services. Some effects are moderated by process characteristics (goal-directed versus experiential services). The study also compares the findings across four mobile service categories: text messaging, gaming, contact, and payment. The model integrates various theoretical perspectives to provide a broader and more holistic understanding of the antecedents of consumers' intentions to use mobile services. The study's main contributions are the development of a model that captures a broader understanding of the antecedents of consumers' intentions to use mobile services and the cross-study comparison that provides a more nuanced understanding of consumers' motives for using mobile services. The study also investigates the validity and differential predictive power of the model across the four service categories. The results show that perceived usefulness is a stronger motivation for intention to use goal-directed mobile services (text messaging and payment) than for experiential mobile services (contact and gaming). Perceived ease of use is also a stronger motivation for intention to use goal-directed mobile services than experiential services. Perceived enjoyment is a stronger motivation for intention to use experiential mobile services than goal-directed services. Perceived expressiveness is a stronger motivation for intention to use experiential mobile services than goal-directed services. Attitude toward using a mobile service has a stronger effect for intention to use machine-interactive mobile services (gaming and payment) than for person-interactive mobile services (contact and text messaging). Normative pressure is a stronger influence for intention to use person-interactive mobile services (contact and text messaging) than for machine-interactive mobile services (gaming and payment). Perceived control is a stronger influence for intention to use goal-directed services (payment and text messaging) than for experiential services (gaming and contact). The study's findings suggest that the model is valid and that the effects of the antecedents on intention to use mobile services vary across service categories. The study also highlights the importance of considering the characteristics of mobile services when developing and delivering services to consumers.This article develops and tests a model to explain consumers' intention to use mobile services. By integrating theories from information systems research, uses and gratification research, and domestication research, the authors propose an integrated model that explains intention to use mobile services. The model identifies four key influences on usage intention: motivational influences, attitudinal influences, normative pressure, and perceived control. The study examines how the type of interactivity (person-interactive versus machine-interactive) and process characteristics (goal-directed versus experiential) moderate the effects of these antecedents on usage intention. Empirical studies of four mobile services show strong support for the effects of motivational influences (expressiveness, enjoyment, ease of use, and usefulness), attitudinal influences, normative pressure, and perceived control on consumers' intentions to use mobile services. Some effects are moderated by process characteristics (goal-directed versus experiential services). The study also compares the findings across four mobile service categories: text messaging, gaming, contact, and payment. The model integrates various theoretical perspectives to provide a broader and more holistic understanding of the antecedents of consumers' intentions to use mobile services. The study's main contributions are the development of a model that captures a broader understanding of the antecedents of consumers' intentions to use mobile services and the cross-study comparison that provides a more nuanced understanding of consumers' motives for using mobile services. The study also investigates the validity and differential predictive power of the model across the four service categories. The results show that perceived usefulness is a stronger motivation for intention to use goal-directed mobile services (text messaging and payment) than for experiential mobile services (contact and gaming). Perceived ease of use is also a stronger motivation for intention to use goal-directed mobile services than experiential services. Perceived enjoyment is a stronger motivation for intention to use experiential mobile services than goal-directed services. Perceived expressiveness is a stronger motivation for intention to use experiential mobile services than goal-directed services. Attitude toward using a mobile service has a stronger effect for intention to use machine-interactive mobile services (gaming and payment) than for person-interactive mobile services (contact and text messaging). Normative pressure is a stronger influence for intention to use person-interactive mobile services (contact and text messaging) than for machine-interactive mobile services (gaming and payment). Perceived control is a stronger influence for intention to use goal-directed services (payment and text messaging) than for experiential services (gaming and contact). The study's findings suggest that the model is valid and that the effects of the antecedents on intention to use mobile services vary across service categories. The study also highlights the importance of considering the characteristics of mobile services when developing and delivering services to consumers.