Exploring software piracy as a factor of video game console adoption

被引:25
作者
Goode, Sigi [1 ]
Kartas, Anasthasiou [1 ]
机构
[1] Australian Natl Univ, Coll Business & Econ, Sch Accounting & Business Informat Syst, Canberra, ACT, Australia
关键词
piracy; console; computer games; purchasing determinants; TECHNOLOGY ACCEPTANCE MODEL; ETHICAL DECISION-MAKING; INFORMATION-TECHNOLOGY; USER ACCEPTANCE; DIGITAL MUSIC; INTRINSIC MOTIVATION; EMPIRICAL-ANALYSIS; PERCEIVED EASE; INTENTIONS; INNOVATION;
D O I
10.1080/0144929X.2010.501154
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
The market for video game consoles is substantial and competition is heated. At the same time, software piracy has seen substantial literature coverage. The hardware controls that ordinarily prevent illegally modified software can be bypassed. As part of an ongoing research project, this paper explores the role of software piracy in the decision to adopt a video game console. This work presents a new research direction, observing software piracy as a previously unforeseen driver of system adoption. This study explores a set of consumers with low disposable incomes, who must make a moral choice with regard to consumption for entertainment. The study used focus groups and a literature review to develop a set of factors based on the Theory of Planned Behaviour. These factors were operationalised in a survey of 150 young adults. Analysis was conducted on the basis of adoption level and gender. In contrast to much prior information systems research, the ability to pirate console software was significant for adopters and both genders, but not non-adopters. Cost was not a significant factor.
引用
收藏
页码:547 / 563
页数:17
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