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Mobile Information Systems
Volume 2017, Article ID 3906953, 12 pages
Research Article

An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis

1State Key Laboratory of Software Development Environment, Beihang University, Beijing 100191, China
2School of Computer Science and Engineering, Beihang University, Beijing 100191, China
3Jacobs Institute, Cornell Tech, Cornell University, New York, NY, USA

Correspondence should be addressed to Wenge Rong; nc.ude.aaub@gnor.w

Received 23 September 2016; Accepted 1 December 2016; Published 3 January 2017

Academic Editor: Qingchen Zhang

Copyright © 2017 Hui Chen et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.


The games industry has been growing prosperously with the development of information technology. Recently, with further advances in social networks and mobile services, playing mobile social gaming has gradually changed our daily life in terms of social connection and leisure time spending. What are the determinant factors which affect users intention to play such games? Therefore in this research we present an empirical study on WeChat, China’s most popular mobile social network, and apply a technology acceptance model (TAM) to study the reasons beneath the popularity of games in mobile social networks. Furthermore, factors from social and mobile perspective are incorporated into the conventional TAM and their influence and relationships are studied. Experimental study on accumulated online survey data reveals several interesting findings and it is believed that this research offers the researchers in the community further insight in analysing the current popularity and future potential of mobile social games.