Use, perceived deterrence and the role of software piracy in video game console adoption.
Anastasiou KartasSigi GoodePublished in: Inf. Syst. Frontiers (2012)
Keyphrases
- video games
- software piracy
- perceived usefulness
- educational games
- learning experience
- software industry
- information systems
- technology adoption
- game play
- game design
- game playing
- e government
- serious games
- computer games
- theoretical and practical implications
- information technology
- cross cultural
- public sector
- application development
- user satisfaction
- learning algorithm