{"title":"印尼青少年网络游戏的技术接受模型","authors":"T. Jap","doi":"10.7454/mssh.v21i1.667","DOIUrl":null,"url":null,"abstract":"Online games have become a mainstream source of entertainment in the world, including Indonesia. The present study uses an adaptation of the Technology Acceptance Model (TAM) to help us understand how online game is accepted in Indonesia. The participants were school students (N = 1 498) from Year 7 to Year 12 recruited from several schools in Surabaya, East Java, Indonesia. A modified version of the original measures of the TAM was used to assess perceived ease of use and usefulness of online game. Confirmatory factor analysis was used to investigate the construct validity of each measure and path analysis with structural equation modeling was used to test the hypotheses. The results confirmed the relevance of previous established constructs, perceived ease of use, perceived usefulness, and intention in an online game setting in Indonesia, as well as the hypothesized relationships among these constructs according to TAM. Furthermore, the good model fit suggests that TAM is a valid and relevant research model to understand online game usage among Indonesian school students. Although further studies are necessary, the results support the notion that online games in the setting of Indonesian school students is just like any other technology in adult and business settings. dari alat ukur asli dari Model Penerimaan Teknologi digunakan untuk mengukur persepsi mengenai kemudahan penggunaan dan kebermanfaatan dari game online. Analisis faktor konfirmatori digunakan untuk mengetahui validitas konstruk dari setiap alat ukur. Analisis jalur dengan pemodelan persamaan struktural digunakan untuk menguji hipotesis. Hasil penelitian mengkonfirmasi relevansi dari konsruk-konstruk yang telah dibuktikan penelitian sebelumnya, yaitu: persepsi mengenai kemudahan penggunaan, persepsi mengenai kebermanfaatan, dan intensi dalam konteks game online di Indonesia. Hasil penelitian juga mengkonfirmasi hubungan yang dihipotesiskan antar konstruk-konstruk ini, menurut Model Penerimaan Teknologi. Selain itu, kesesuaian yang baik dari model yang diuji menunjukkan bahwa Model Penerimaan Teknologi merupakan model penelitian yang valid dan relevan untuk memahami penggunaan game online pada para siswa Indonesia. Walaupun diperlukan studi lebih lanjut, hasil ini mendukung gagasan bahwa game online di kalangan para siswa Indonesia adalah seperti halnya penggunaan teknologi lain di kalangan dewasa dan bisnis.","PeriodicalId":53785,"journal":{"name":"Makara Hubs-Asia","volume":"21 1","pages":"24 - 31"},"PeriodicalIF":0.3000,"publicationDate":"2017-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Technology Acceptance Model of Online Game in Indonesian Adolescents\",\"authors\":\"T. Jap\",\"doi\":\"10.7454/mssh.v21i1.667\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Online games have become a mainstream source of entertainment in the world, including Indonesia. The present study uses an adaptation of the Technology Acceptance Model (TAM) to help us understand how online game is accepted in Indonesia. The participants were school students (N = 1 498) from Year 7 to Year 12 recruited from several schools in Surabaya, East Java, Indonesia. A modified version of the original measures of the TAM was used to assess perceived ease of use and usefulness of online game. Confirmatory factor analysis was used to investigate the construct validity of each measure and path analysis with structural equation modeling was used to test the hypotheses. The results confirmed the relevance of previous established constructs, perceived ease of use, perceived usefulness, and intention in an online game setting in Indonesia, as well as the hypothesized relationships among these constructs according to TAM. Furthermore, the good model fit suggests that TAM is a valid and relevant research model to understand online game usage among Indonesian school students. Although further studies are necessary, the results support the notion that online games in the setting of Indonesian school students is just like any other technology in adult and business settings. dari alat ukur asli dari Model Penerimaan Teknologi digunakan untuk mengukur persepsi mengenai kemudahan penggunaan dan kebermanfaatan dari game online. Analisis faktor konfirmatori digunakan untuk mengetahui validitas konstruk dari setiap alat ukur. Analisis jalur dengan pemodelan persamaan struktural digunakan untuk menguji hipotesis. Hasil penelitian mengkonfirmasi relevansi dari konsruk-konstruk yang telah dibuktikan penelitian sebelumnya, yaitu: persepsi mengenai kemudahan penggunaan, persepsi mengenai kebermanfaatan, dan intensi dalam konteks game online di Indonesia. Hasil penelitian juga mengkonfirmasi hubungan yang dihipotesiskan antar konstruk-konstruk ini, menurut Model Penerimaan Teknologi. 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引用次数: 0
摘要
网络游戏已经成为世界上的主流娱乐来源,包括印度尼西亚。本研究采用技术接受模型(TAM)来帮助我们了解在线游戏在印度尼西亚是如何被接受的。参与者是来自印度尼西亚东爪哇泗水几所学校的7年级至12年级学生(N = 1498)。TAM的原始测量的修改版本被用来评估感知易用性和在线游戏的有用性。采用验证性因子分析考察各测量的结构效度,采用结构方程模型的通径分析检验假设。结果证实了先前建立的构念、感知易用性、感知有用性和意图在印度尼西亚网络游戏设置中的相关性,以及根据TAM这些构念之间的假设关系。此外,良好的模型拟合表明TAM是一个有效和相关的研究模型,以了解印尼学校学生的网络游戏使用情况。虽然还需要进一步的研究,但研究结果支持了这样一种观点,即在印尼学校学生的环境中,网络游戏就像在成人和商业环境中使用任何其他技术一样。达里语alat ukur斯达里语模型Penerimaan各种digunakan为她mengukur persepsi mengenai kemudahan penggunaan丹kebermanfaatan达里语在线游戏。分析确定因素对确定因素的影响,确定因素对确定因素对确定因素的影响。从结构上看,这是一种很好的分析方法。Hasil penelitian mengkonfirmasi relevansi dari konsruk-konstruk yang telah dibuktikan penelitian sebelumnya, yitu: persepsi mengenai kemudahan penggunaan, persepsi mengenai kebermanfaatan, dan intensi dalam konteks游戏在线di Indonesia。[4] [j] [j] [j] [j] [j] [j] [j] [j]。Selain itu, kesessuaian yang baik dari模型yang diuji menunjukkan bahwa模型Penerimaan Teknologi merupakan模型penelitian yang有效dan相关untuk memahami penggunaan游戏在线padapara siswa印度尼西亚。Walaupun diperlukan studi lebih lanjut, hasil ini mendukung gagasan bahwa游戏在线di kalangan para siswa印度尼西亚adalah seperti halnya penggunaan technologiain di kalangan dewasa dan bisnis。
The Technology Acceptance Model of Online Game in Indonesian Adolescents
Online games have become a mainstream source of entertainment in the world, including Indonesia. The present study uses an adaptation of the Technology Acceptance Model (TAM) to help us understand how online game is accepted in Indonesia. The participants were school students (N = 1 498) from Year 7 to Year 12 recruited from several schools in Surabaya, East Java, Indonesia. A modified version of the original measures of the TAM was used to assess perceived ease of use and usefulness of online game. Confirmatory factor analysis was used to investigate the construct validity of each measure and path analysis with structural equation modeling was used to test the hypotheses. The results confirmed the relevance of previous established constructs, perceived ease of use, perceived usefulness, and intention in an online game setting in Indonesia, as well as the hypothesized relationships among these constructs according to TAM. Furthermore, the good model fit suggests that TAM is a valid and relevant research model to understand online game usage among Indonesian school students. Although further studies are necessary, the results support the notion that online games in the setting of Indonesian school students is just like any other technology in adult and business settings. dari alat ukur asli dari Model Penerimaan Teknologi digunakan untuk mengukur persepsi mengenai kemudahan penggunaan dan kebermanfaatan dari game online. Analisis faktor konfirmatori digunakan untuk mengetahui validitas konstruk dari setiap alat ukur. Analisis jalur dengan pemodelan persamaan struktural digunakan untuk menguji hipotesis. Hasil penelitian mengkonfirmasi relevansi dari konsruk-konstruk yang telah dibuktikan penelitian sebelumnya, yaitu: persepsi mengenai kemudahan penggunaan, persepsi mengenai kebermanfaatan, dan intensi dalam konteks game online di Indonesia. Hasil penelitian juga mengkonfirmasi hubungan yang dihipotesiskan antar konstruk-konstruk ini, menurut Model Penerimaan Teknologi. Selain itu, kesesuaian yang baik dari model yang diuji menunjukkan bahwa Model Penerimaan Teknologi merupakan model penelitian yang valid dan relevan untuk memahami penggunaan game online pada para siswa Indonesia. Walaupun diperlukan studi lebih lanjut, hasil ini mendukung gagasan bahwa game online di kalangan para siswa Indonesia adalah seperti halnya penggunaan teknologi lain di kalangan dewasa dan bisnis.