Model of Adoption of Technology in Household (MATH)*

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* Source:
Brown, S.A. and Venkatesh, V. “Model of Adoption of Technology in the Household: A Baseline Model Test and Extension Incorporating Household Life Cycle,” MIS Quarterly, 29, 2005, 399-426. [Abstract]  

 Construct Definitions

Applications for personal use: The extent to which using a PC enhances the effectiveness of household activities.

Utility for children: The extent to which using a PC enhances the children’s effectiveness in completing homework and other activities.

Utility for work-related use: The extent to which using a PC enhances the effectiveness of performing work-related activities.

Applications for fun: The pleasure derived from PC use. These are specific to PC use, rather than general traits.

Status gains: The increase in prestige that coincides with the purchase of a PC for home use.

Friends and family influences: The extent to which members of a social network influence one another’s behavior. In this case, the members are friends and family.

Secondary sources’ influences: The extent to which information from TV, newspaper and other secondary sources influences behavior.

Workplace referents’ influences: The extent to which coworkers influence behavior.

Fear of technological advances: The extent to which rapidly changing technology is associated with fear of obsolescence or apprehension regarding a PC purchase.

Declining cost: The extent to which the cost of a PC is decreasing in such a way that it inhibits adoption.

Cost: The extent to which the current cost of a PC is too high.

Perceived ease of use: The degree to which using the PC is free from effort.

Requisite knowledge: The individual’s belief that he/she has the knowledge necessary to use a PC. This is closely tied to computer self-efficacy.

For full text access to papers (for non-commercial use only), please email me at vvenkatesh@vvenkatesh.us. A list of my published papers is available.

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