马来西亚手机游戏普及:偏最小二乘结构方程建模方法

M. Wa
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引用次数: 0

摘要

这项研究的主要目标是确定影响马来西亚手机游戏普及的主要因素。本研究的理论基础是基于移动技术接受模型(MTAM)以及其他理论如理性行为理论(TRA)和计划行为理论(TPB)。本研究收集的数据为2018年1月至2018年4月。该调查是通过在选定的当地购物中心分发问卷来完成的。使用偏最小二乘结构方程建模(PLS-SEM)方法,共收集了304个可用响应进行进一步分析。研究发现,移动易用性(MEOU)、移动有用性(MU)和感知挑战(PC)对个人的行为意向(BI)有显著影响。此外,感知挑战(PE)和参考网络大小(RNS)也对MEOU和MU有影响,而MU对MEOU有影响。然而,在这项研究中,调节变量对马来西亚的手机游戏普及率没有显著影响。本研究的结果有望对理论和实践世界做出贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mobile gaming adoption in Malaysia: a partial least squares-structural equation modelling approach
The primary objective of this research is to identify the main aspects affecting the mobile gaming adoption in Malaysia. The theoretical base of this study was based on the mobile technology acceptance model (MTAM) together with other theories such as theory of reasoned action (TRA) and Theory of Planned Behaviour (TPB). The data collected for this study was from January 2018 to April 2018. The survey was done via the distribution of questionnaires in selected local shopping malls. A total of 304 usable responses were gathered for further analysis using the partial least square structural equation modelling (PLS-SEM) approach. The findings identified that mobile ease of use (MEOU), mobile usefulness (MU) and perceived challenge (PC) has a significant impact on individual's behavioural intention (BI). In addition to that, perceived challenge (PE) and referent network size (RNS) also has an impact on both MEOU and MU while MU shows an impact on MEOU. However, in this research, the moderating variable has no significant impact on mobile gaming adoption in Malaysia. Findings from this study are expected to contribute to the theoretical and practical world.
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