Advanced SearchSearch Tips
The Hedonic Effects of Smartphone Vibrations in Mobile Gaming for Male Users
facebook(new window)  Pirnt(new window) E-mail(new window) Excel Download
 Title & Authors
The Hedonic Effects of Smartphone Vibrations in Mobile Gaming for Male Users
Choe, Pilsung; Liao, Chen; Schumacher, Dennis;
  PDF(new window)
Objective: This study investigates the influences of vibrations on hedonic satisfaction based on four kinds of perceptions (perceived ease of use, perceived usefulness, perceived enjoyment, cognitive concentration) when mobile gaming. Background: As mobile gaming is becoming more and more popular for smartphone users, they might want to have more hedonic satisfaction instead of focusing on traditional usability criteria such as efficiency, effectiveness, and satisfaction. Method: We conducted a human-factors experiment with 35 male subjects to evaluate hedonic satisfaction in the mobile game configured by 7 vibration types having different levels of intensity and length. Results: The results revealed that the use of vibration significantly increases the perceived ease of use, perceived usefulness, and cognitive concentration. In addition, the intensity of vibration makes differences of perceived usefulness and cognitive concentration. Conclusion: Vibration can be effectively used to improve hedonic satisfaction of smartphone users in mobile gaming when they are not allowed to turn the sound effects on. Application: This study helps game designers effectively provide vibration feedback of mobile games for smartphone users.
Vibration;Mobile gaming;Haptic feedback;Hedonic satisfaction;
 Cited by
Csikszentmihalyi, M. and LeFevre, J., Optimal experience in work and leisure, Journal of Personality and Social Psychology, 56(5), 815-822, 1989. crossref(new window)

Davis, F.D., Perceived usefulness, perceived ease of use, and user acceptance of information technology, MIS Quarterly, 13(3), 319-340, 1989. crossref(new window)

Davis, F.D., User acceptance of information technology: system characteristics, user perceptions and behavioral impacts, International Journal of Man-Machine Studies, 38(3), 475-487, 1993. crossref(new window)

Davis, F.D., Bagozzi, R.P. and Warshaw, P.R., User acceptance of computer technology: a comparison of two theoretical models, Management Science, 35, 982-1003, 1989. crossref(new window)

Dishaw, M.T. and Strong, D.M., Extending the technology acceptance model with task-technology fit constructs, Information & Management, 36(1), 9-21, 1999. crossref(new window)

Gartner, Gartner says spending on gaming to exceed $74 billion in 2011, 2011, (retrieved March 12, 2013).

Ha, I., Yoon, Y. and Choi, M., Determinants of adoption of mobile games under mobile broadband wireless access environment, Information & Management, 44(3), 276-286, 2007. crossref(new window)

Hassenzahl, M., The effect of perceived hedonic quality on product appealingness, International Journal of Human-Computer Interaction, 13(4), 481-499, 2001. crossref(new window)

Jia, X., Lee, K. and Lim, Y., The relationship between difficulty and hedonic satisfaction of video games, IASDR, 2009, web_wiki/images/0/0c/IASDR_2009_Jia_Xu.pdf (retrieved April 1, 2013).

Lacher, K.T. and Mizerski, R., An exploratory study of the responses and relationships involved in the evaluation of, and in the intention to purchase new rock music, Journal of Consumer Research, 21(2), 336-380, 1994.

Liu, Y. and Li, H., Exploring the impact of use context on mobile hedonic services adoption: an empirical study on mobile gaming in China, Computers in Human Behavior, 27(2), 890-898, 2011. crossref(new window)

Neely, G. and Burstrom, L., Gender differences in subjective responses to hand-arm vibration, International Journal of Industrial Ergonomics, 36, 135-140, 2006. crossref(new window)

Nielsen, Play before work: games most popular mobile app category in US, (retrieved February 20, 2013).

Thong, J.Y., Hong, S.J. and Tam, K.Y., The effects of post-adoption beliefs on the expectation-confirmation model for information technology continuance, International Journal of Human-Computer Studies, 64(9), 799-810, 2006. crossref(new window)

van Erp, J.B., Guidelines for the Use of Vibrotactile Displays in Human Computer Interaction, Proceedings of Eurohaptics, (pp. 18-22), Edinburgh, 2002.

van Erp, J.B. and Spape, M.M., Distilling the Underlying Dimensions of Tactile Melodies, Proceedings of Eurohaptics, (pp. 111-120), Dublin, Ireland, 2003.

Zechner, M., An Android Game Development Framework. In M. Zechner (Ed), Beginning Android Games (pp. 185-227), New York, NY, 2011.