The Influencing Factors of Users’ Attitudes and Continuance Intention for Olympic Viewing on Mobile Applications in China
Abstract
:1. Introduction
- RQ1: What are users’ attitudes and continuance intention to watch the Olympic Games by the way of mobile viewing on the CMG App?
- RQ2: What’s the relationship between users’ attitudes and continuance intention to watch Olympic Games by the way of mobile viewing on the CMG App?
- RQ3: How do the influencing factors impact users’ attitudes and continuance intention to watch the Olympic Games by the way of mobile viewing on the CMG App?
2. Literature Review
2.1. Theoretical Background
2.2. Olympic Viewing
2.3. CMG Mobile App
- Personalized recommendation mechanism: the CMG Mobile App provides a series of personalized services incorporating favorite, playback, search, subscription, recommendation, and an exclusive electronic program guide (EPG) that includes features of schedule reminder, on-demand videos, and additional relevant event information.
- Diverse and high-quality live streaming: C-users can enjoy prompt Olympic live streaming in 4K UHD and can project it on TV. They can also choose multi-path, VR, and slow live streaming (raw live broadcast without any signs of production), and meanwhile express their feelings and ideas in the comment area of the live streaming.
- Interest-oriented social circles: a major feature of the CMG Mobile App is the C-user circle. Users can join, post, and comment in different communities that are organized around their interest in the C-user circle.
- Humanistic and customized game-viewing service: an AI sign language anchor specifically designed for hearing-impaired people was launched during the Beijing Winter Olympics. Another attempt lies on the digital snowflake, which is based on technologies of AI image recognition, cloud rendering, blockchain, etc., to create exclusive and permanently reserved snowflake and digital certificate for every user.
- Membership profit mode: the CMG Mobile App generates revenue from membership subscriptions. Users who pay for the membership can enjoy Olympic live streaming with no advertisements and no delay as well as other members-only resources.
3. Research Model and Hypothesis
3.1. Continuance Intention and Attitude
3.2. Perceived Ease of Use and Perceived Enjoyment
3.3. Information Quality and System Quality
3.4. Subjective Norms
3.5. Innovativeness
4. Research Method
4.1. Data Collection
4.2. Descriptive Analysis
5. Data Analysis
5.1. Reliability and Validity
5.2. Hypothesis Testing
5.3. Multi-Group Analysis
6. Discussion and Interpretation
7. Conclusions, Implication, and Limitation
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
ATT | Attitude |
AVE | Average variance extracted |
BI | Behavioural intention |
CI | Consumer innovation |
CMG | China Media Group |
CR | Composite reliability |
EPG | Electronic program guide |
Gen Z | Generation Z |
INN | Innovativeness |
IOC | International Olympic Committee |
IQ | Information quality |
IS | Information system |
ISS | Information system success |
MGA | Multi-group analysis |
PE | Perceived enjoyment |
PEOU | Perceived ease of use |
PLS | Partial least squares |
PU | Perceived usefulness |
RHB | Rights holding broadcaster |
SEM | Structural equation model |
SN | Subjective norms |
SYQ | System quality |
TAM | Technology acceptance model |
UHD | Ultra high definition |
UI | Usage intention |
UTAUT | Unified theory of acceptance and use of technology |
Appendix A. Questionnaire Items
Items | Source |
---|---|
Information Quality (IQ) | Delone and McLean, 1992 [22]; Liou, Hsu, and Chih, 2015 [27]; Cheng, 2012 [77]; Wixom, 2005 [75] |
IQ1: I think I can watch live stream of Olympic events on CMG Mobile App in real time. | |
IQ2: I think the Olympic Games schedule and post-game interview provided by CMG Mobile App is prompt. | |
IQ3: The Olympic information provided by CMG Mobile App is reliable. | |
IQ4: I think the multi-path streaming and multi-view streaming of Olympic events on CMG Mobile App can help me learn more information. | |
IQ5: I think the Olympic signal and images of 4K and HDR live streaming provided by CMG Mobile App are of high-quality. | |
System Quality (SYQ) | Delone and McLean, 2003 [25]; Nelson, Todd, and Wixom, 2005 [75]; Sarrab, Al-Shihi, and Al-Manthari, 2015 [76]; Gorla, Somers, and Wong, 2010 [58]; Self-developed |
SYQ1: When watching the Olympic Games on smartphone, I find CMG Mobile App operate reliably with no crash, etc. * | |
SYQ2: By using functions like search, recommendation, subscription, favorites, playback, etc., I think CMG Mobile App makes it easy to access the Olympic events information I need. | |
SYQ3: I think CMG Mobile App can quickly loads all the videos, audio, text and graphics I need for the Olympic events. | |
SYQ4: With the release of newer versions, I think CMG Mobile App can fix bugs in time and keep on improving service availability. | |
SYQ5: By using the forwarding function provided by CMG Mobile App, I think I can share my favorite live streaming or videos of Olympic events to my family, friends and other social platforms. * | |
SYQ6: I think the functionality modularities of CMG Mobile App such as C-user circle, members area, live streaming, etc., can help me utilize the Olympic resources of the app efficiently. | |
SYQ7: I think the user interface of CMG Mobile App is clear and well-organised. | |
SYQ8: CMG Mobile App can provide me with more relevant information tailored to my preferences or personal interests by using functions like favorites, playback, recommendation, subscription, exclusive Electronic Program Guide (EPG), etc. | |
Perceived Ease of Use (PEOU) | Davis, 1989 [16]; Okazaki and Mendez, 2013 [106] |
PEOU1: It would be easy for me to operate CMG Mobile App to watch Olympic events. | |
PEOU2: Learning to use the innovative applications of CMG Mobile App (e.g., switching to VR, 4K and HDR) does not require a lot of my mental effort. * | |
PEOU3: I can flexibly interact with other users by leaving comments and sharing my feelings about the Games through CMG Mobile App’s comments interface. * | |
PEOU4: Without the aid of a TV set-top box, I can project Olympic events from CMG Mobile app to watch them on TV. *ℓ | |
PEOU5: Using mobile devices such as smartphones and tablets, I can watch Olympic events anywhere, anytime. | |
PEOU6: I feel that CMG Mobile App provides convenience for me to watch Olympic events. | |
PEOU7: Overall, CMG Mobile App is easy to use and operate. | |
Subjective Norms (SN) | Venkatesh and Davis, 2000 [19]; Bhattacherjee, 2000 [107] |
SN1: I will consider to use CMG Mobile App to watch Olympics if someone close to me recommends it. | |
SN2: I would try to use CMG Mobile App if I see loads of related information from the app forwarded on social media or Moments of WeChat. ℘ | |
SN3: I will try to experience the new features of CMG Mobile App (e.g., VR video, multi-path viewing, AI intelligent anchor, digital snowflake, etc.) if someone recommends them to me. | |
SN4: The promotion of CMG Olympic program about CMG Mobile App will prompt me to use CMG Mobile App to get Olympic information. | |
SN5: If I learn about the function of CMG Mobile App in new media platforms or social media, I will try to use it. |
Items | Source |
---|---|
Perceived Enjoyment (PE) | Ashfaq, Yun, Yu, and Maria, 2020 [108] Kim, Chan, and Gupta, 2007 [69]; Moon and Kim, 2001 [109] |
PE1: I find using CMG Mobile App to watch Olympics enjoyable. | |
PE2: The process of using CMG Mobile App to watch Olympic Games provides me with a lot of enjoyment. | |
PE3: I find many technologies and functions on the CMG Mobile App interesting, such as VR panoramic video, AI intelligent anchor, digital snowflakes, etc. ℘ | |
PE4: Using CMG Mobile App bores me. (reversed item) * | |
PE5: Watching Olympic events on CMG Mobile App through mobile devices helps me kill time and entertain myself. | |
PE6: When interacting with CMG Mobile App (like using functions of multi-channel live streaming, slow live streaming, VR panoramic video, etc., to watch Olympic events), I do not realize the time elapsed. | |
Innovativeness (INN) | Parasuraman, 2000 [86] |
INN1: In general, I am among the first in my circle to acquire innovative technology or applications when it appears. | |
INN2: I am always open to learning about innovative technologies and applications. | |
INN3: I can usually figure out innovative high-tech products and services without the help from others. | |
INN4: I usually keep up with the latest applications and technological developments in my areas of interest. | |
Attitude (ATT) | Taylor and Todd, 1995 [110]; self-developed |
ATT1: I think using mobile devices to watch Olympic events on CMG Mobile App is a good idea. | |
ATT2: I think using CMG Mobile App to watch Olympic Games is a wise choice. | |
ATT3: I like to use the innovative technology and services of CMG Mobile App. | |
ATT4: I think using the innovative technology and services on CMG Mobile App’s can bring pleasant Olympic viewing experiences. | |
ATT5: If there are important sports events, I would love to pay for the membership of CMG Mobile App to watch more members-only resources. *ℓ | |
ATT6: Overall, my attitude towards CMG Mobile App is favourable. | |
Continuance Intention (CI) | Roca, Chiu, and Martínez, 2006 [111]; Bhattacherjee, 2001 [62]; Venkatesh, Thong, and Xu, 2012 [21] |
CI1: I intend to continue using CMG Mobile App to watch sports events or live streams. | |
CI2: I will use CMG Mobile App on a regular basis in the future. | |
CI3: Among all homogenous video apps, I prefer to use CMG Mobile App to watch Olympic Games and individual sports event. | |
CI4: If I could, I would like to discontinue my use of CMG Mobile App. (reversed item) * | |
CI5: I will recommend others to use CMG Mobile App. |
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Construct | Definition | Reference |
---|---|---|
CI | The extent of users’ intention to continue using the CMG Mobile App. | Amoroso et al. [55] |
ATT | The degree to which users have a favorable or unfavorable evaluation or appraisal of watching Olympics on the CMG Mobile App. | Ajzen [56] |
PEOU | The extent to which users believe that it is easy to use the CMG Mobile App to watch Olympics. | Davis [16] |
PE | The degree to which users perceive the process of using the CMG Mobile App to watch Olympic as enjoyable. | Venkatesh [57] |
IQ | The quality of the Olympic content and information provided by the CMG Mobile App. | Abbasi et al. [29] |
SYQ | The extent to which the CMG Mobile App is technically sound during the Olympics. | Gorla et al. [58] |
SN | The degree to which users believe that important others think they should use the CMG Mobile App to watch the Olympics. | Wu et al. [59] Jeng et al. [60] |
INN | Users’ willingness to adopt innovative technologies or services on the CMG Mobile App to watch the Olympics. | Matute et al. [61] |
Characteristic | Category | Frequency | Percentage |
---|---|---|---|
Gender | Male | 137 | 31.2% |
Female | 302 | 68.8% | |
Age | Under 18 years old | 10 | 2.3% |
18–25 years old | 264 | 60.1% | |
26–30 years old | 57 | 13.0% | |
31–40 years old | 27 | 6.2% | |
41–50 years old | 53 | 12.1% | |
51–60 years old | 22 | 5.0% | |
Over 60 years old | 6 | 1.4% | |
Education | Junior high school | 3 | 0.7% |
High school | 22 | 5.0% | |
College | 41 | 9.3% | |
Undergraduate | 324 | 73.8% | |
Master’s and above | 49 | 11.2% | |
Preferred Olympic Viewing Device (multiple choice) | Television | 316 | 72.0% |
Mobile phone | 384 | 87.5% | |
Tablet | 214 | 48.7% | |
Computer | 183 | 41.7% | |
Level of Interest in the Games | Focus only on the big games | 341 | 77.7% |
Conversely | 98 | 22.3% | |
Average Time Focusing on Olympic Content (per day) | 0–30 min | 67 | 15.3% |
30 min–1 h | 156 | 35.5% | |
1–2 h | 126 | 28.7% | |
2–4 h | 67 | 15.3% | |
4–6 h | 16 | 3.6% | |
Over 6 h | 7 | 1.6% | |
App Usage Time From the First Download | 1–3 months | 73 | 16.6% |
3–6 months | 65 | 14.8% | |
6–9 months | 42 | 9.6% | |
9–12 months | 46 | 10.5% | |
1–2 years | 119 | 27.1% | |
Above 2 years | 94 | 21.4% | |
App Usage Frequency | 1–3 times a week | 82 | 18.7% |
4–6 times a week | 44 | 10.0% | |
Everyday | 26 | 5.9% | |
Not sure, use when needed | 287 | 65.4% | |
App Usage Time per session | 0–10 min | 17 | 3.9% |
10–30 min | 159 | 36.2% | |
30–60 min | 169 | 38.5% | |
1–2 h | 82 | 18.7% | |
Above 2 h | 12 | 2.7% | |
App Membership | Previously purchased | 87 | 19.8% |
Never | 352 | 80.2% |
Construct | Items | Loadings | Cronbach’s | CR | AVE |
---|---|---|---|---|---|
ATT | ATT1 | 0.871 | 0.932 | 0.949 | 0.787 |
ATT2 | 0.895 | ||||
ATT3 | 0.884 | ||||
ATT4 | 0.897 | ||||
ATT6 | 0.889 | ||||
CI | CI1 | 0.885 | 0.898 | 0.929 | 0.765 |
CI2 | 0.873 | ||||
CI3 | 0.870 | ||||
CI5 | 0.870 | ||||
INN | INN1 | 0.793 | 0.889 | 0.922 | 0.749 |
INN2 | 0.909 | ||||
INN3 | 0.871 | ||||
INN4 | 0.885 | ||||
IQ | IQ1 | 0.846 | 0.913 | 0.935 | 0.742 |
IQ2 | 0.892 | ||||
IQ3 | 0.882 | ||||
IQ4 | 0.885 | ||||
IQ5 | 0.799 | ||||
PE | PE1 | 0.853 | 0.834 | 0.889 | 0.668 |
PE2 | 0.891 | ||||
PE5 | 0.785 | ||||
PE6 | 0.731 | ||||
PEOU | PEOU1 | 0.888 | 0.902 | 0.931 | 0.772 |
PEOU5 | 0.855 | ||||
PEOU6 | 0.886 | ||||
PEOU7 | 0.885 | ||||
SN | SN1 | 0.803 | 0.872 | 0.912 | 0.723 |
SN3 | 0.849 | ||||
SN4 | 0.877 | ||||
SN5 | 0.869 | ||||
SYQ | SYQ2 | 0.849 | 0.914 | 0.933 | 0.700 |
SYQ3 | 0.848 | ||||
SYQ4 | 0.833 | ||||
SYQ6 | 0.818 | ||||
SYQ7 | 0.831 | ||||
SYQ8 | 0.841 |
ATT | CI | INN | IQ | PE | PEOU | SN | SYQ | |
---|---|---|---|---|---|---|---|---|
ATT | 0.887 | |||||||
CI | 0.825 | 0.875 | ||||||
INN | 0.615 | 0.604 | 0.865 | |||||
IQ | 0.695 | 0.572 | 0.398 | 0.861 | ||||
PE | 0.790 | 0.720 | 0.580 | 0.591 | 0.818 | |||
PEOU | 0.802 | 0.707 | 0.528 | 0.739 | 0.726 | 0.879 | ||
SN | 0.810 | 0.746 | 0.631 | 0.585 | 0.773 | 0.679 | 0.850 | |
SYQ | 0.810 | 0.745 | 0.555 | 0.725 | 0.747 | 0.791 | 0.746 | 0.837 |
Hypothesis | Path | PathCoefficient | T-Statistics | p-Value | Result | |
---|---|---|---|---|---|---|
H1 | ATT → CI | 0.509 | 6.817 | 0.185 | 0.000 | Supported |
H2a | PEOU→ATT | 0.241 | 4.022 | 0.086 | 0.000 | Supported |
H2b | PEOU→CI | 0.084 | 1.608 | 0.008 | 0.108 | Not |
H2c | PEOU→PE | 0.726 | 14.741 | 1.115 | 0.000 | Supported |
H3a | PE→ATT | 0.165 | 2.166 | 0.044 | 0.030 | Supported |
H3b | PE→CI | 0.082 | 0.833 | 0.007 | 0.405 | Not |
H4a | IQ→PEOU | 0.350 | 5.097 | 0.190 | 0.000 | Supported |
H4b | IQ→ATT | 0.101 | 2.845 | 0.021 | 0.004 | Supported |
H5a | SYQ→PEOU | 0.464 | 6.508 | 0.274 | 0.000 | Supported |
H5b | SYQ→ATT | 0.164 | 2.467 | 0.036 | 0.014 | Supported |
H6a | SN→ATT | 0.287 | 4.039 | 0.132 | 0.000 | Supported |
H6b | SN→CI | 0.145 | 1.484 | 0.020 | 0.138 | Not |
H7a | INN→PEOU | 0.132 | 3.571 | 0.039 | 0.000 | Supported |
H7b | INN→ATT | 0.080 | 2.017 | 0.019 | 0.044 | Supported |
H7c | INN→CI | 0.108 | 2.105 | 0.023 | 0.035 | Supported |
Indirect Path | Path Coefficient | T-Statistics | p-Value | Bca[2.5%, 97.5%] | ||
SN → ATT → CI | 0.146 | 4.587 | 0.000 | [0.091, 0.217] | ||
PEOU → ATT → CI | 0.123 | 3.145 | 0.002 | [0.057, 0.212] | ||
PE → ATT → CI | 0.084 | 2.314 | 0.021 | [0.019, 0.159] |
Construct | Adjusted | ||
---|---|---|---|
ATT | 0.809 | 0.806 | 0.627 |
CI | 0.711 | 0.708 | 0.533 |
PE | 0.527 | 0.526 | 0.339 |
PEOU | 0.695 | 0.693 | 0.526 |
Path | Average Time Focusing on Olympic Content | Path Coefficients-Diff | |
---|---|---|---|
PEOU → CI | Addicted fans (above 2 h per day) (n = 90) | Normal fans (0–2 h per day) (n = 349) | 0.329 ** |
0.312 ** | −0.016 | ||
App Usage Time per Session | |||
SN → CI | Long time users (above 30 min) (n = 263) | Short time users (0–30min) (n = 176) | 0.378 * |
0.369 *** | −0.008 |
ATT1 | ATT2 | ATT3 | ATT4 | ATT6 | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Score | Frequency | Ratio | Frequency | Ratio | Frequency | Ratio | Frequency | Ratio | Frequency | Ratio |
1 | 5 | 1.1% | 5 | 1.1% | 4 | 0.9% | 5 | 1.1% | 6 | 1.4% |
2 | 1 | 0.2% | 0 | 0.0% | 1 | 0.2% | 0 | 0.0% | 1 | 0.2% |
3 | 4 | 0.9% | 9 | 2.1% | 9 | 2.1% | 6 | 1.4% | 10 | 2.3% |
4 | 38 | 8.7% | 43 | 9.8% | 59 | 13.4% | 45 | 10.3% | 40 | 9.1% |
5 | 93 | 21.2% | 88 | 20.0% | 98 | 22.3% | 97 | 22.1% | 100 | 22.8% |
6 | 176 | 40.1% | 164 | 37.4% | 166 | 37.8% | 181 | 41.2% | 180 | 41.0% |
7 | 122 | 27.8% | 130 | 29.6% | 102 | 23.2% | 105 | 23.9% | 102 | 23.2% |
Mean | 5.80 | 5.78 | 5.62 | 5.72 | 5.68 | |||||
Median | 6.00 | 6.00 | 6.00 | 6.00 | 6.00 | |||||
Variance | 1.202 | 1.313 | 1.304 | 1.200 | 1.306 |
CI1 | CI2 | CI3 | CI5 | |||||
---|---|---|---|---|---|---|---|---|
Score | Frequency | Ratio | Frequency | Ratio | Frequency | Ratio | Frequency | Ratio |
1 | 6 | 1.4% | 11 | 2.5% | 8 | 1.8% | 8 | 1.8% |
2 | 2 | 0.5% | 10 | 2.3% | 2 | 0.5% | 5 | 1.1% |
3 | 8 | 1.8% | 20 | 4.6% | 12 | 2.7% | 15 | 3.4% |
4 | 47 | 10.7% | 82 | 18.7% | 56 | 12.8% | 76 | 17.3% |
5 | 93 | 21.2% | 105 | 23.9% | 104 | 23.7% | 119 | 27.1% |
6 | 169 | 38.5% | 113 | 25.7% | 168 | 38.3% | 133 | 30.3% |
7 | 114 | 26.0% | 98 | 22.3% | 89 | 20.3% | 83 | 18.9% |
Mean | 5.69 | 5.26 | 5.52 | 5.33 | ||||
Median | 6.00 | 5.00 | 6.00 | 5.00 | ||||
Variance | 1.387 | 2.064 | 1.497 | 1.656 |
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Yu, Z.; Huang, Y. The Influencing Factors of Users’ Attitudes and Continuance Intention for Olympic Viewing on Mobile Applications in China. Systems 2022, 10, 190. https://doi.org/10.3390/systems10050190
Yu Z, Huang Y. The Influencing Factors of Users’ Attitudes and Continuance Intention for Olympic Viewing on Mobile Applications in China. Systems. 2022; 10(5):190. https://doi.org/10.3390/systems10050190
Chicago/Turabian StyleYu, Zhiyuan, and Yuke Huang. 2022. "The Influencing Factors of Users’ Attitudes and Continuance Intention for Olympic Viewing on Mobile Applications in China" Systems 10, no. 5: 190. https://doi.org/10.3390/systems10050190
APA StyleYu, Z., & Huang, Y. (2022). The Influencing Factors of Users’ Attitudes and Continuance Intention for Olympic Viewing on Mobile Applications in China. Systems, 10(5), 190. https://doi.org/10.3390/systems10050190