PAPER TITLE : Why do people play on-line games? An extended TAM with social influences and flow experience
AUTHOR : Chin-Lung Hsu and Hsi-Peng Lu
SUMMARY
This study applies the technology acceptance model (TAM) that incorporates social influences and flow experience as belief related constructs to predict users’ acceptance of on-line games. It contributes to a theoretical understanding of the factors that promote entertainment-oriented IT usage such as on-line games. Entertainment-oriented IT differs from task oriented IT in terms of reason for use. Task-oriented IT usage is concerned with improving organization productivity. Therefore, TAM stresses the importance of perceived usefulness and perceived ease-of-use as key determinants. However, in the context of entertainment-oriented IT, this study demonstrates that the importance of individual intentions tends to need other variables: social norms and flow experience. Furthermore, this dominance is strong, and these variables explain much of the variance in entertainment technology usage. Overall, the results reveal that social norms, attitude, and flow experience explain about 80% of game playing.
AUTHOR : Chin-Lung Hsu and Hsi-Peng Lu
SUMMARY
This study applies the technology acceptance model (TAM) that incorporates social influences and flow experience as belief related constructs to predict users’ acceptance of on-line games. It contributes to a theoretical understanding of the factors that promote entertainment-oriented IT usage such as on-line games. Entertainment-oriented IT differs from task oriented IT in terms of reason for use. Task-oriented IT usage is concerned with improving organization productivity. Therefore, TAM stresses the importance of perceived usefulness and perceived ease-of-use as key determinants. However, in the context of entertainment-oriented IT, this study demonstrates that the importance of individual intentions tends to need other variables: social norms and flow experience. Furthermore, this dominance is strong, and these variables explain much of the variance in entertainment technology usage. Overall, the results reveal that social norms, attitude, and flow experience explain about 80% of game playing.
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