The Development and Testing of Technology Acceptance Models for Consumers towards the Intention to Use E-Wallet

Sugeng Purwanto, S. Hartini, G. Premananto
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引用次数: 5

Abstract

Acceptance of technology for consumers is still an interesting part to be investigated to date. Although the Technology Acceptance Model (TAM) has been widely referred by researchers from various sciences, there are still weaknesses that can be investigated, including not fully answering the problems related to cognitive and affective factors in understanding consumer behavior. The purpose of this study is to develop and test an integrated model to determine the intention of consumers to use technology. The object used is the go-pay application as e-Wallet-based Electronic Money which is one of the relatively new technology products as an alternative means of payment or transaction and is part of the National NonCash Movement by the government of the Republic of Indonesia. Modeling in this study, integrating the TAM model by involving affective factors namely Pleasure, Arousal, and Dominance (PAD) theory, and prior experience variables as a direct effect on perceived usefulness and attitude toward usage, then its effect on adoption intention. The sample in this study is millennial age people who have known go-pay in areas of East Java with a total sample of 270 respondents. Collecting data through questionnaires using a Likert scale with analysis techniques using Partial Least Square (PLS). The results of this study indicate that Perceived Usefulness, Perceived Easy of Use, Pleasure, and Arousal have a positive effect on attitude and intention to use gopay, while Prior Experience supports perceived usefulness, but does not support attitude, neither does Dominance support the attitude of using gopay. Keywords—technology acceptance model; consumer acceptance technology; pleasure; arousal; domination; prior experience
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消费者对电子钱包使用意向的技术接受模型的开发与测试
到目前为止,消费者对技术的接受程度仍然是一个值得研究的有趣部分。尽管技术接受模型(TAM)已被各科学领域的研究者广泛引用,但仍存在有待研究的弱点,包括在理解消费者行为时没有完全回答与认知和情感因素相关的问题。本研究的目的是开发和测试一个综合模型,以确定消费者使用技术的意图。使用的对象是go-pay应用程序作为基于电子钱包的电子货币,这是一种相对较新的技术产品,作为支付或交易的替代手段,是印度尼西亚共和国政府国家非现金运动的一部分。在本研究的建模中,通过引入情感因素即愉悦、唤醒和支配(PAD)理论,整合TAM模型,并通过先验经验变量直接影响感知有用性和使用态度,进而影响采用意向。本研究的样本是在东爪哇地区认识go-pay的千禧一代,共有270名受访者。通过使用李克特量表和偏最小二乘(PLS)分析技术的问卷调查收集数据。本研究结果表明,感知有用性、感知易用性、愉悦性和唤醒性对使用gopay的态度和意向有正向影响,而先验经验支持感知有用性,但不支持态度,支配性也不支持使用gopay的态度。关键词:技术验收模型;消费者接受技术;快乐;唤起;统治;之前的经验
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