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Use and gratification in e‐consumers

Echo Huang (National Kaohsiung First University of Science and Technology, Kaohsiung, Taiwan)

Internet Research

ISSN: 1066-2243

Article publication date: 15 August 2008

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Abstract

Purpose

The purpose of this paper is to present a conceptual model based on technology acceptance with extended antecedent variables (entertainment and irritation) to examine the impact of use and gratification on e‐consumers' acceptance of B2C Websites.

Design/methodology/approach

Data were collected from a total of 238 EMBA and undergraduate students from three different Taiwan universities. Structural equation modeling (SEM) was used to evaluate the conceptual model in terms of overall fit, explanatory powers and causal links.

Findings

The analytical results showed that entertainment gratification, irritation surfing experience (mass medium), perceived usefulness and ease of Web use (information systems) are important predictors of e‐consumers' use intention. The integrated model was then assessed for variance in explanatory power regarding consumer attitude and intention toward B2C Websites.

Practical implications

Intention to use the Web is the predictor of actual use, purchase and information‐seeking behaviors in e‐consumers. Creating entertaining content and reducing distracting processes can enhance acceptance of B2C Websites.

Originality/value

A theoretical model incorporating U&G constructs into a technology acceptance model was used to investigate e‐consumer behavior in Taiwan. Although ease of use and usefulness are perceived as important issues in traditional IS environments, U&G provides managers with a different perspective.

Keywords

Citation

Huang, E. (2008), "Use and gratification in e‐consumers", Internet Research, Vol. 18 No. 4, pp. 405-426. https://doi.org/10.1108/10662240810897817

Publisher

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Emerald Group Publishing Limited

Copyright © 2008, Emerald Group Publishing Limited

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