Why do people play on-line games? An extended TAM with social influences and flow experience

被引:1083
作者
Hsu, CL [1 ]
Lu, HP [1 ]
机构
[1] Natl TAiwan Univ Sci & Technol, Dept Informat Management, Taipei, Taiwan
关键词
on-line game; TAM; social influence; flow experience;
D O I
10.1016/j.im.2003.08.014
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
On-line games have been a highly profitable e-commerce application in recent years. The market value of on-line games is increasing markedly and number of players is rapidly growing. The reasons that people play on-line games is an important area of research. This study views on-line games as entertainment technology. However, while most past studies have focused on task-oriented technology, predictors of entertainment-oriented technology adoption have seldom been addressed. 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. The proposed model was empirically evaluated using survey data collected from 233 users about their perceptions of on-line games. Overall, the results reveal that social norms, attitude, and flow experience explain about 80% of game playing. The implications of this study are discussed. (C) 2003 Elsevier B.V. All rights reserved.
引用
收藏
页码:853 / 868
页数:16
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