英文摘要
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The number of game downloads is higher than that for other categories and a growing tendency of mobile games is to include virtual communities; however, some users are reluctant to play such games. By adopting the theory of innovation resistance as a research framework, this study indicated factors or barriers that mobile game users might confront when using mobile games that include virtual communities. The paper also provides suggestions regarding promoting such games in the mobile game industry. The results of this study demonstrated a major difference in users' value barriers, product uses and risks, and negative stereotypes. User background factors, such as gender, age, occupation, use of online or offline games, and use of mobile games, also exerted major effects on product use, habitual conflict, value barriers, traditional beliefs, and negative stereotypes. The results imply that the mobile game industry should eliminate these factors when developing marketing strategies.
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