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Leisure Information Systems: The Purchasing Determinants of Video Game Consoles

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Kartas, Anasthasiou
Goode, Sigi

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The international market for home video game consoles is substantial and competition between manufacturers is heated. As an information system, the popularity of this technology merits further study, yet there is a dearth of published research in the area. This paper discusses a study into the purchasing determinants of video game consoles. The study conducted focus groups and a literature search in order to develop a research model based on the Theory of Planned Behaviour. This research model was operationalised in a questionnaire survey of 210 adolescents. Analysis was conducted on the basis of level of adoption and gender. The analysis revealed that family and friends had a significant effect on the decision to purchase a game console. In contrast to much prior IS research, the ability to pirate console software was significant for adopters, but not non-adopters, nor between genders. Cost was not a significant adoption factor, however the console’s image had an effect in the analysis of gender.

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