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Antecedents of the adoption of online games technologies: The study of adolescent behavior in playing online games

机译:网络游戏技术采用的前提:网络游戏中青少年行为的研究

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This study has a purpose to investigate the adoption of online games technologies among adolescents and their behavior in playing online games. The findings showed that half of them had experience ten months or less in playing online games with ten hours or less for each time playing per week. Nearly fifty-four percent played up to five times each week where sixty-six percent played two hours or less. Behavioral Intention has significant correlation to model variables naming Perceived Enjoyment, Flow Experience, Performance Expectancy, Effort Expectancy, Social Influence, and Facilitating Conditions; Experience; and the number and duration of game sessions. The last, Performance Expectancy and Facilitating Condition had a positive, medium, and statistically direct effect on Behavioral Intention. Four other variables Perceived Enjoyment, Flow Experience, Effort Expectancy, and Social Influence had positive or negative, medium or small, and not statistically direct effect on Behavioral Intention. Additionally, Flow Experience and Social Influence have no significant different between the mean value for male and female. Other variables have significant different regard to gender, where mean value of male was significantly greater than female except for Age. Practical implications of this study are relevant to groups who have interest to enhance or to decrease the adoption of online games technologies. Those to enhance the adoption of online games technologies must: preserve Performance Expectancy and Facilitating Conditions; enhance Flow Experience, Perceived Enjoyment, Effort Expectancy, and Social Influence; and engage the adolescent's online games behavior, specifically supporting them in longer playing games and in enhancing their experience. The opposite actions to these proposed can be considered to decrease the adoption.
机译:这项研究的目的是调查青少年对网络游戏技术的采用及其在玩网络游戏中的行为。调查结果表明,他们中的一半有过10个月或更少的在线游戏经验,每周每次玩10个小时或更少。近54%的人每周玩5次,其中66%的人玩两个小时或更短。行为意向与模型变量有显着相关性,这些模型变量命名为“感知的享受”,“流动经验”,“期望表现”,“期望努力”,“社会影响力”和“促进条件”。经验;以及游戏时段的数量和持续时间。最后,绩效期望和促进条件对行为意愿具有积极,中等和统计上的直接影响。感知享乐度,流动经历,期望工作量和社会影响力等四个其他变量对行为意愿有正或负,中或小且没有统计学上的直接影响。此外,男性和女性的平均值之间的流动经验和社会影响力没有显着差异。其他变量在性别方面有显着不同,其中除年龄外,男性的平均值均显着大于女性。这项研究的实际意义与有兴趣增加或减少网络游戏技术采用率的群体有关。那些旨在提高网络游戏技术采用率的措施必须:保持预期的性能和便利的条件;增强流程体验,感知的享受,期望的工作量和社会影响力;并参与青少年的在线游戏行为,特别是支持他们玩更长的游戏并增强他们的体验。可以认为与这些提议相反的措施可以减少采用。

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