Abstract
This study sought to examine the factors affecting the acceptance of an entertainment medium, particularly online games, by expanding the technology acceptance model. To measure factors affecting the acceptance of online games, we fielded a survey with 244 gamers serving as respondents. Perceived usefulness, enjoyment, and economic value were found to have a positive influence on attitude toward gaming,whereas perceived ease of use was not a significant predictor. In addition,we found that gender and game type (multiplayer or not) showed differing patterns of results. Interestingly, perceptions of mass acceptance of gamingwere found to have a negative effect on attitude toward online games. Theoretical and practical implications of these findings are discussed.
Original language | English (US) |
---|---|
Pages (from-to) | 1814-1826 |
Number of pages | 13 |
Journal | Journal of Applied Social Psychology |
Volume | 43 |
Issue number | 9 |
DOIs | |
State | Published - 2013 |
Externally published | Yes |
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ASJC Scopus subject areas
- Social Psychology
Cite this
Gamers just want to have fun? Toward an understanding of the online game acceptance. / Yoon, Gunwoo; Duff, Brittany R L; Ryu, Seoungho.
In: Journal of Applied Social Psychology, Vol. 43, No. 9, 2013, p. 1814-1826.Research output: Contribution to journal › Article
}
TY - JOUR
T1 - Gamers just want to have fun? Toward an understanding of the online game acceptance
AU - Yoon, Gunwoo
AU - Duff, Brittany R L
AU - Ryu, Seoungho
PY - 2013
Y1 - 2013
N2 - This study sought to examine the factors affecting the acceptance of an entertainment medium, particularly online games, by expanding the technology acceptance model. To measure factors affecting the acceptance of online games, we fielded a survey with 244 gamers serving as respondents. Perceived usefulness, enjoyment, and economic value were found to have a positive influence on attitude toward gaming,whereas perceived ease of use was not a significant predictor. In addition,we found that gender and game type (multiplayer or not) showed differing patterns of results. Interestingly, perceptions of mass acceptance of gamingwere found to have a negative effect on attitude toward online games. Theoretical and practical implications of these findings are discussed.
AB - This study sought to examine the factors affecting the acceptance of an entertainment medium, particularly online games, by expanding the technology acceptance model. To measure factors affecting the acceptance of online games, we fielded a survey with 244 gamers serving as respondents. Perceived usefulness, enjoyment, and economic value were found to have a positive influence on attitude toward gaming,whereas perceived ease of use was not a significant predictor. In addition,we found that gender and game type (multiplayer or not) showed differing patterns of results. Interestingly, perceptions of mass acceptance of gamingwere found to have a negative effect on attitude toward online games. Theoretical and practical implications of these findings are discussed.
UR - http://www.scopus.com/inward/record.url?scp=84886948434&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84886948434&partnerID=8YFLogxK
U2 - 10.1111/jasp.12133
DO - 10.1111/jasp.12133
M3 - Article
AN - SCOPUS:84886948434
VL - 43
SP - 1814
EP - 1826
JO - Journal of Applied Social Psychology
JF - Journal of Applied Social Psychology
SN - 0021-9029
IS - 9
ER -