首页> 外文期刊>International journal of technology and human interaction >Using an Extended Technology Acceptance Model for Online Strategic Video Games: A Case of Multiplayer Online Battle Arena (MOBA)
【24h】

Using an Extended Technology Acceptance Model for Online Strategic Video Games: A Case of Multiplayer Online Battle Arena (MOBA)

机译:使用在线战略视频游戏的扩展技术验收模型:以多人在线战斗竞技场(MOBA)为例

获取原文
获取原文并翻译 | 示例
           

摘要

Due to the rising popularity of online strategic video games, it is crucial to examine the acceptance structure of these games. This study attempts to perform an acceptance evaluation of online strategic video games, particularly multiplayer online battle arena (MOBA), using an extended technology acceptance model (TAM) developed in the current literature and establish a predictive value in determining the behavioral intention in playing online strategic video games. To carry out this objective, a case study consisting of 439 undergraduate students as a sample was conducted. After the data filtering process which involves the removal of insincere responses and non-engaging responses and of those who have not played MOBA games, 278 research participants became the final sample. The questionnaire was created and underwent reliability analysis. Cronbach's alpha coefficient was computed to show the relatedness of each factor as well as to determine its validity and internal reliability. Nine factors were considered in this work that tested for significant relationships and predictive capabilities using structural equation modeling with AMOS software. These factors include altruism, social interaction, use context, perceived ease of enjoyment, perceived ease of use, perceived usefulness, attitude, flow, and behavior intention. Results show that the significant determinants of user behavior intention are the flow, attitude, and perceived ease of use while the perceived enjoyment, social interaction significantly influence attitudes in playing online strategic video games, use context, and flow. Furthermore, this work also demonstrates that altruism, social interaction, use context, perceived enjoyment, flow, and attitude are significant factors that can be added to extend TAM. These findings would serve as guidelines in the formulation of principles for game design and development.
机译:由于在线战略视频游戏的普及不断上升,检查这些游戏的验收结构至关重要。本研究试图使用在当前文献中开发的扩展技术验收模型(TAM)进行在线战略视频游戏,特别是多人在线战斗竞技场(MOBA)的验收评估,并在确定在线播放的行为意图来建立预测价值战略视频游戏。为实现这一目标,进行了由439名本科生作为样本的案例研究。在数据过滤过程之后,涉及删除虚伪响应和非参与响应以及没有播放Moba游戏的人,278名研究参与者成为最终样本。调查问卷是创建和接受的可靠性分析。 Cronbach的alpha系数被计算为显示每个因素的相关性,并确定其有效性和内部可靠性。在这项工作中考虑了九种因素,用于使用与AMOS软件的结构方程建模的显着关系和预测性能力测试。这些因素包括利他主义,社会互动,使用背景,感知易于享受,感知易用性,感知的有用性,态度,流动和行为意图。结果表明,用户行为意图的重要决定因素是流动,态度和感知的易用性,而感知享受,社会互动显着影响在线战略视频游戏,使用上下文和流量的态度。此外,这项工作也表明,利他主义,社会互动,使用语境,感知享受,流动和态度是可以添加以扩展TAM的重要因素。这些调查结果将作为制定游戏设计和发展原则的指导方针。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号