技术接受模型
游戏娱乐
感知
直线(几何图形)
任务(项目管理)
价值(数学)
心理学
社会心理学
广告
计算机科学
营销
可用性
人机交互
业务
经济
管理
数学
政治学
机器学习
神经科学
法学
几何学
作者
Chin‐Lung Hsu,Hsi‐Peng Lu
标识
DOI:10.1016/j.im.2003.08.014
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.
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