Identifying the Factors of Online Game Acceptance Using Technology Acceptance Model

Findra Kartika Sari Dewi, Bunga Natalia
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引用次数: 3

Abstract

In the last two decades, many companies create online games. Online game is a game that is connected to the internet, where players can play and communicate with other players in different places at the same time. There are many types of game, such as adventure, strategy, cooking, make up, and so on. That is why a lot of people love to play online game. This study tries to identify the factors that support online game acceptance by students of Atma Jaya Yogyakarta University, because many students at this university play online games. The method used for this analysis is Technology Acceptance Model, which has main construct, namely Perceived ease-of-use (PEOU), Perceived usefulness (PU), Attitude toward use (ATU), Intention to use (ITU) and Actual Use (AU), and additional variables of Social Influence (SI), Personal (P) and Excitement (E) added by researcher. The data obtained to conduct this analysis using a questionnaire addressed to students. There are eleven hypotheses that serve as a reference in analyzing the relationship between variables. Each variable proves that each of these variables has a significant relationship in online game acceptance.
利用技术接受模型识别网络游戏接受度的影响因素
在过去的二十年里,许多公司都在开发网络游戏。网络游戏是一种连接到互联网的游戏,玩家可以同时与不同地方的其他玩家进行游戏和交流。游戏有很多种类型,比如冒险、策略、烹饪、化妆等等。这就是为什么很多人喜欢玩网络游戏。本研究试图找出支持Atma Jaya日惹大学学生接受网络游戏的因素,因为这所大学的许多学生都玩网络游戏。本分析使用的方法是技术接受模型,该模型主要结构为感知易用性(PEOU)、感知有用性(PU)、使用态度(ATU)、使用意图(ITU)和实际使用(AU),并由研究者添加社会影响(SI)、个人(P)和兴奋(E)等附加变量。通过对学生进行问卷调查获得的数据进行分析。在分析变量之间的关系时,有11个假设作为参考。每个变量都证明了这些变量在网络游戏接受度中都有显著的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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