With fast commercialization of China 3G's development, mobile entertainment will become a major driving force for mobile wireless value-added services. Mobile games have gradually drawn more attention as an important component of mobile entertainment services.In the mobile application store, mobile games'publishing volume and downloads are much higher than other mobile applications, as the most popular applications. For example, in the most successful Apple's App Store, the game software category gains more than 16% of the total number of applications topped the list. With the significant improvement in the wireless network environment, constantly enrichment in the mobile games' content and popularity of smart phones, have greatly stimulated the interest and experience of mobile games. Mobile games will become a high-growth business in mobile wireless network in the future.Against such important even to be considerd as killer application after text message, scholars are doing research merely at the level of technical solutions, and there are little research on influencing factors of mobile games useage intention. Traditional technology acceptance model has limit explanatory power on mobile games, and didn't explain the "path dependence", "relative advantage" and "flow theory" which had a great impact on this new business.Based on TAM model,combining with "path dependence", "comparative advantage" and "flow theory" together to build the mobile game acceptance model in the paper. The study have collected 188 piece of valid quentionaire to carry out through empirical analysis. The study did found the factors that affect consumers' intention, and which in terms of extent are Perceived Usefulness, Perceived Reliance, Peiceived Shuang, Subjective Norms, Perceived Ease of Use, Game Design, Relative Advantage and Path Dependence. |