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
相关论文
共 81 条
[31]   Gender differences in the perception and use of E-mail: An extension to the technology acceptance model [J].
Gefen, D ;
Straub, DW .
MIS QUARTERLY, 1997, 21 (04) :389-400
[32]  
Ghani J. A., 1991, Proceedings of the Twelfth International Conference on Information Systems, P229
[33]   TASK CHARACTERISTICS AND THE EXPERIENCE OF OPTIMAL FLOW IN HUMAN-COMPUTER INTERACTION [J].
GHANI, JA ;
DESHPANDE, SP .
JOURNAL OF PSYCHOLOGY, 1994, 128 (04) :381-391
[34]  
GOODWIN C, 1987, ADV CONSUM RES, V14, P378
[35]  
Hagel J., 1997, Net gain: Expanding markets through virtual communities
[36]  
Hair J. F., 1999, Multivariate data analysis
[37]  
Hayduck L. A., 1987, Structural Equation Modeling with LISREL: Essentials and Advances
[38]  
Hoffman D. L., 1997, Information Society, V13, P43, DOI 10.1080/019722497129278
[39]   Marketing in hypermedia computer-mediated environments: Conceptual foundations [J].
Hoffman, DL ;
Novak, TP .
JOURNAL OF MARKETING, 1996, 60 (03) :50-68
[40]   Examining the technology acceptance model using physician acceptance of telemedicine technology [J].
Hu, PJ ;
Chau, PYK ;
Sheng, ORL ;
Tam, KY .
JOURNAL OF MANAGEMENT INFORMATION SYSTEMS, 1999, 16 (02) :91-112